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Homebrew: Arcane Legacy Sorcerer
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<blockquote data-quote="AnotQuiteSimpleSoul" data-source="post: 7501934" data-attributes="member: 6972064"><p>hmmmmmmm</p><p></p><p>Well the problem here is that, aside from changing the casting stat which seems like an extreme thing to change, this is ... not very in line with the lore as presented.</p><p></p><p>Ok doubling the spells known, that's pretty wizard-like, potentially too powerful for a 1st level feature, but it's a very wizard kind of ability. The problem is that it's more sorcerer spells, and while there is overlap, it's not a shared list with the wizard like it was in 3e. </p><p></p><p>The further features are almost entirely meta-magic bonuses, which while certainly useful, aren't really a wizard thing. </p><p></p><p>So what you've got is a wizard somehow bequeathing a sorcerer's signature abilities as part of their legacy power object. </p><p></p><p>That really doesn't make a lot of sense, and also there's no interaction with the legacy power object which strikes me as a missed opportunity. </p><p></p><p>Now the final issue is the way you've altered the DCs.... that's really really really risky. 5e has a very narrow set of numbers for things like that because of the way they trimmed back a lot of the number treadmill from 3 and 4e. So generally speaking a DC can go to 19, and the target usually has a save in the +0 to +11 range. Upping the bonus from proficiency increases the DC potential to 22, now 15% increased success rate probably doesn't mean much in older editions because everyone was getting numbers from everywhere, but in 5e that represents a huge increase in effectiveness. </p><p></p><p>And no, nerfing direct attack spells does not 'make up' for this, i mean even if sorcerers were dependent on spells with attack rolls for offensive power (which they aren't) there's a lot of spells that don't do damage in and of themselves and can still really ruin someone's day. </p><p></p><p>Finally, my advice would be to not change the attributes, I mean yes wisdom is the classic choice for using magic channeled from an external source, but the warlock's been around for a while now and so I think charisma still works. If you want to get a non-cha score involved some origin abilities that work on int might be a good plan, or wisdom, but leave the primary casting in charisma.</p></blockquote><p></p>
[QUOTE="AnotQuiteSimpleSoul, post: 7501934, member: 6972064"] hmmmmmmm Well the problem here is that, aside from changing the casting stat which seems like an extreme thing to change, this is ... not very in line with the lore as presented. Ok doubling the spells known, that's pretty wizard-like, potentially too powerful for a 1st level feature, but it's a very wizard kind of ability. The problem is that it's more sorcerer spells, and while there is overlap, it's not a shared list with the wizard like it was in 3e. The further features are almost entirely meta-magic bonuses, which while certainly useful, aren't really a wizard thing. So what you've got is a wizard somehow bequeathing a sorcerer's signature abilities as part of their legacy power object. That really doesn't make a lot of sense, and also there's no interaction with the legacy power object which strikes me as a missed opportunity. Now the final issue is the way you've altered the DCs.... that's really really really risky. 5e has a very narrow set of numbers for things like that because of the way they trimmed back a lot of the number treadmill from 3 and 4e. So generally speaking a DC can go to 19, and the target usually has a save in the +0 to +11 range. Upping the bonus from proficiency increases the DC potential to 22, now 15% increased success rate probably doesn't mean much in older editions because everyone was getting numbers from everywhere, but in 5e that represents a huge increase in effectiveness. And no, nerfing direct attack spells does not 'make up' for this, i mean even if sorcerers were dependent on spells with attack rolls for offensive power (which they aren't) there's a lot of spells that don't do damage in and of themselves and can still really ruin someone's day. Finally, my advice would be to not change the attributes, I mean yes wisdom is the classic choice for using magic channeled from an external source, but the warlock's been around for a while now and so I think charisma still works. If you want to get a non-cha score involved some origin abilities that work on int might be a good plan, or wisdom, but leave the primary casting in charisma. [/QUOTE]
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