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Do you Houserule Sorcerers?
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<blockquote data-quote="Sir Whiskers" data-source="post: 440611" data-attributes="member: 6941"><p>Sorcerer house rules for my new campaign:</p><p></p><p>1) Eschew Materials for free. Expensive components cost XP as with Monte's alt.sorcerer.</p><p></p><p>2) 4 skill points per level.</p><p></p><p>3) Number of spells cast per day: lose one of each level</p><p> Number of spells known: add one of each level</p><p></p><p>4) Each time the sorcerer gains a level, he can drop one known spell and learn a new spell of the same or lower level in its place. See (7) below for limits on this.</p><p></p><p>5) (all characters) All skills are considered class skills.</p><p></p><p>6) (all spell casters) Gain the following feats for free: Silent Spell, Still Spell, Empower Spell, Extend Spell, Enlarge Spell, Heighten Spell.</p><p></p><p>7) (all spell casters) Require teachers/mentors to learn any new spells of 3rd-level or above. This includes the "free" spells gained upon gaining a new level. Such spells can be also be learned from scrolls and spellbooks, with a successful Spellcraft check.</p><p></p><p>I think (3) makes a lot of sense - it allows sorcerers to be a bit more flexible, while increasing the possibility that they will actually run out of spells in a given day. If the sorcerer spends a lot of spells buffing the party, he can easily run out of fireball spells.</p><p></p><p>The only one I'm considering yanking is (6). While I feel those feats have enough "cost" when used (increased spell level) to justify making them free, they greatly increase the flexibility of a sorcerer. If this turns out to be a problem, I'll only grant these to spellcasters who memorize spells ahead of time. Note, the free feats do NOT count as prereq's toward taking other feats, e.g., Energy Substitution requires taking another metamagic feat first.</p></blockquote><p></p>
[QUOTE="Sir Whiskers, post: 440611, member: 6941"] Sorcerer house rules for my new campaign: 1) Eschew Materials for free. Expensive components cost XP as with Monte's alt.sorcerer. 2) 4 skill points per level. 3) Number of spells cast per day: lose one of each level Number of spells known: add one of each level 4) Each time the sorcerer gains a level, he can drop one known spell and learn a new spell of the same or lower level in its place. See (7) below for limits on this. 5) (all characters) All skills are considered class skills. 6) (all spell casters) Gain the following feats for free: Silent Spell, Still Spell, Empower Spell, Extend Spell, Enlarge Spell, Heighten Spell. 7) (all spell casters) Require teachers/mentors to learn any new spells of 3rd-level or above. This includes the "free" spells gained upon gaining a new level. Such spells can be also be learned from scrolls and spellbooks, with a successful Spellcraft check. I think (3) makes a lot of sense - it allows sorcerers to be a bit more flexible, while increasing the possibility that they will actually run out of spells in a given day. If the sorcerer spends a lot of spells buffing the party, he can easily run out of fireball spells. The only one I'm considering yanking is (6). While I feel those feats have enough "cost" when used (increased spell level) to justify making them free, they greatly increase the flexibility of a sorcerer. If this turns out to be a problem, I'll only grant these to spellcasters who memorize spells ahead of time. Note, the free feats do NOT count as prereq's toward taking other feats, e.g., Energy Substitution requires taking another metamagic feat first. [/QUOTE]
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Do you Houserule Sorcerers?
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