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[GUIDE] Playing Dice with the Universe: A Slant Guide to Wild-Magic Sorcerer
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<blockquote data-quote="Cognomen's Cassowary" data-source="post: 6708870" data-attributes="member: 6801445"><p>Point heard, Hemlock, though I think that people tend to oversimplify the calculation of empowered spell. I don't want to get into that at the moment, as I'm on my way to work, but I will throw out that a mean by itself does not summarize a set of outcomes. Consider the difference between 3d6 and 1d20. They have the same mean but very different standard deviations. I would be interested to hear which spells you think I under- or overvalue on the basis of die size.</p><p></p><p>Miladoon, I will look more closely at grappling when I have the time. Gut reaction is that sorcerer makes a better support for a grappler than a grappler itself, since nothing inherent in the class benefits from high strength.</p><p></p><p>OB1, I am not very familiar with warlock, and I might miss some of the finer points of multiclassing as well, but here's my best effort. Eldritch blast is definitely a go-to cantrip, and the invocation adding damage to it is grand. (I also like the mage-armor invocation, since it frees up one spell selection and a slot or two each day.) The only other cantrip available to warlock which isn't on the sorcerer list is magic stone from EE, and I don't see it being much use, though that might depend on party composition. For spells, both faerie fire and hex can make a great combination with scorching ray. Faerie fire helps allies but can be hard to target if your guys have already engaged the enemy. Hex raises scorching ray's damage to the level of disintegrate in the same spell slot, and you can keep moving the hex between targets all day. None of the rest of the first-level spells strike me as more than average. At second spell level, I think enthrall is the only non-sorc spell. It has some interesting potential but would depend on the campaign.</p><p></p><p>If you're only thinking of taking a couple of levels in warlock, I see it really helping with single-target damage, one of the weaker suits of WMS. Sounds like a good dip to take.</p></blockquote><p></p>
[QUOTE="Cognomen's Cassowary, post: 6708870, member: 6801445"] Point heard, Hemlock, though I think that people tend to oversimplify the calculation of empowered spell. I don't want to get into that at the moment, as I'm on my way to work, but I will throw out that a mean by itself does not summarize a set of outcomes. Consider the difference between 3d6 and 1d20. They have the same mean but very different standard deviations. I would be interested to hear which spells you think I under- or overvalue on the basis of die size. Miladoon, I will look more closely at grappling when I have the time. Gut reaction is that sorcerer makes a better support for a grappler than a grappler itself, since nothing inherent in the class benefits from high strength. OB1, I am not very familiar with warlock, and I might miss some of the finer points of multiclassing as well, but here's my best effort. Eldritch blast is definitely a go-to cantrip, and the invocation adding damage to it is grand. (I also like the mage-armor invocation, since it frees up one spell selection and a slot or two each day.) The only other cantrip available to warlock which isn't on the sorcerer list is magic stone from EE, and I don't see it being much use, though that might depend on party composition. For spells, both faerie fire and hex can make a great combination with scorching ray. Faerie fire helps allies but can be hard to target if your guys have already engaged the enemy. Hex raises scorching ray's damage to the level of disintegrate in the same spell slot, and you can keep moving the hex between targets all day. None of the rest of the first-level spells strike me as more than average. At second spell level, I think enthrall is the only non-sorc spell. It has some interesting potential but would depend on the campaign. If you're only thinking of taking a couple of levels in warlock, I see it really helping with single-target damage, one of the weaker suits of WMS. Sounds like a good dip to take. [/QUOTE]
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[GUIDE] Playing Dice with the Universe: A Slant Guide to Wild-Magic Sorcerer
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