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General Tabletop Discussion
*Dungeons & Dragons
Homebrew - Would like feedback on this version of the Sorcerer
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<blockquote data-quote="Blue" data-source="post: 7379115" data-attributes="member: 20564"><p>I do have a thematic issue. For me, adding more spells known is the exact wrong way to go. Sorcerers differentiate themselves from wizards by being able to twist and manipulate their talents in ways wizards can't, wizards have a wideness of arcane knowledge but can only cast them one way. Making sorcerers more like wizards makes them less interesting as a separate class.</p><p></p><p>Now, you extended out metamagic with a lot more options and I'm loving that. Want to do other odd things like low level spells automatically are upcast because the sorcerer is the master of what they do know? Okay. Maybe being able to apply two metamagics at high levels. I'd even be open to creative but costly ways to circumvent one concentration slot or other things that break some of the fundamental rules that the other casters follow.</p><p></p><p>I'm much rather see a sorcerer getting more choices of metamagic options and some more powerful twists to spells, not something that makes them more like other casters.</p><p></p><p>I like the high-level limitations on spell slots - that keeps 5e expectations in place, and from the varied level playtests we did with the DMG spell point options, that's a very good thing.</p><p></p><p>Oh, some specific points to address:</p><p></p><p>Arcane Spell Twist means you can always land your spell. Going to a non-scaling save with your scaling DC gets closer and closer to auto-fail at higher levels. Doing something like twisting one Hypnotic Patterns and near-guarantee to take multiple foes out of the combat for an extended time for 3 SP is just too good. Plus I don't how how I am narrating some spell / new-save combinations. This one is just too good. Maybe 3 SP for one target to have disadvantage on a save.</p><p></p><p>Divide spell has much more of a drawback on damage dealing spells then anything else. Battlefield control spells and other debuffs are at full force. Heck, mass heals if you're a Divine Soul aren't reduced. I'd remove the damage penalty and just note that if the areas overlap they don't double-affect.</p><p></p><p>Level 20 caps are supposed to be outrageous, but a lot that are really powerful are for a limited use per day. This one is over the top. Plus having ALL metamagic multiplied by all of your spells known multiplied AGAIN by all of the column A metamagics since you can do them and any other is a <em>lot</em> of options and will probably slow down play.</p></blockquote><p></p>
[QUOTE="Blue, post: 7379115, member: 20564"] I do have a thematic issue. For me, adding more spells known is the exact wrong way to go. Sorcerers differentiate themselves from wizards by being able to twist and manipulate their talents in ways wizards can't, wizards have a wideness of arcane knowledge but can only cast them one way. Making sorcerers more like wizards makes them less interesting as a separate class. Now, you extended out metamagic with a lot more options and I'm loving that. Want to do other odd things like low level spells automatically are upcast because the sorcerer is the master of what they do know? Okay. Maybe being able to apply two metamagics at high levels. I'd even be open to creative but costly ways to circumvent one concentration slot or other things that break some of the fundamental rules that the other casters follow. I'm much rather see a sorcerer getting more choices of metamagic options and some more powerful twists to spells, not something that makes them more like other casters. I like the high-level limitations on spell slots - that keeps 5e expectations in place, and from the varied level playtests we did with the DMG spell point options, that's a very good thing. Oh, some specific points to address: Arcane Spell Twist means you can always land your spell. Going to a non-scaling save with your scaling DC gets closer and closer to auto-fail at higher levels. Doing something like twisting one Hypnotic Patterns and near-guarantee to take multiple foes out of the combat for an extended time for 3 SP is just too good. Plus I don't how how I am narrating some spell / new-save combinations. This one is just too good. Maybe 3 SP for one target to have disadvantage on a save. Divide spell has much more of a drawback on damage dealing spells then anything else. Battlefield control spells and other debuffs are at full force. Heck, mass heals if you're a Divine Soul aren't reduced. I'd remove the damage penalty and just note that if the areas overlap they don't double-affect. Level 20 caps are supposed to be outrageous, but a lot that are really powerful are for a limited use per day. This one is over the top. Plus having ALL metamagic multiplied by all of your spells known multiplied AGAIN by all of the column A metamagics since you can do them and any other is a [I]lot[/I] of options and will probably slow down play. [/QUOTE]
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