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*Dungeons & Dragons
Homebrew - Would like feedback on this version of the Sorcerer
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<blockquote data-quote="ScuroNotte" data-source="post: 7379143" data-attributes="member: 6792788"><p>Wizards have access to all known spells, they can have more known spells prepared, and can change them after a long rest. The number is still low as well as not being able to change them is restrictive. The current number known is just restrictive for me and for others as well. I also find it troublesome that in comparing classes, a 1/3 spell caster knows 2 less spells than a sorcerer while their spells are to compliment their main class features. A Sorcerer's main feature is spells and the metamagics are supposed to compliment their spells.</p><p></p><p>I know there are many who share your opinion. I can't fathom what the consensus is among players, but a 50/50 split is not outrageous calculation of who prefers 15 spells known to a higher number. There are many who disagree of giving an increase in number known, but add archetype bonus spells. There is no way to make all happy, but if others like the core class I am presenting, I would take that as a huge success in my endaever.</p><p></p><p>Also, I guess you can have 2 versions as they are planning to do with the ranger. The ranger will be use the PHB version or the new one. If my version is appealing, one can always say select the 15 or 22 known spells.</p><p></p><p></p><p></p><p></p><p>That is why I chose using the Spell Points system for Sorcerers as it makes them different by making them more flexible in creating spell slots. Additionally, to make it different from the DMG version, they can cast an additional 6th and 7th level spell slot as though they had been using spell slots as a normal spell caster.</p><p></p><p></p><p></p><p></p><p></p><p>I agree that Arcane Twist needs to be scaled back or eliminated. I need to reword it as the intention is to affect only 1 creature and only for the first save. My mistake.</p><p></p><p>Divide spell has a huge drawback in damage. That is the intent as then it would basically allow a player to cast 2 fireballs at full strength. Even if it can't overlap, I think it would be OP. It would be like having another full caster in the group.</p><p></p><p></p><p></p><p></p><p>I'll look it over and correct the wording but there is no intention of being able to apply all metamagics on 1 spell. The options are</p><p> You know all the metamagics.---- Not use all of them.</p><p> I hope that clears that option up.</p></blockquote><p></p>
[QUOTE="ScuroNotte, post: 7379143, member: 6792788"] Wizards have access to all known spells, they can have more known spells prepared, and can change them after a long rest. The number is still low as well as not being able to change them is restrictive. The current number known is just restrictive for me and for others as well. I also find it troublesome that in comparing classes, a 1/3 spell caster knows 2 less spells than a sorcerer while their spells are to compliment their main class features. A Sorcerer's main feature is spells and the metamagics are supposed to compliment their spells. I know there are many who share your opinion. I can't fathom what the consensus is among players, but a 50/50 split is not outrageous calculation of who prefers 15 spells known to a higher number. There are many who disagree of giving an increase in number known, but add archetype bonus spells. There is no way to make all happy, but if others like the core class I am presenting, I would take that as a huge success in my endaever. Also, I guess you can have 2 versions as they are planning to do with the ranger. The ranger will be use the PHB version or the new one. If my version is appealing, one can always say select the 15 or 22 known spells. That is why I chose using the Spell Points system for Sorcerers as it makes them different by making them more flexible in creating spell slots. Additionally, to make it different from the DMG version, they can cast an additional 6th and 7th level spell slot as though they had been using spell slots as a normal spell caster. I agree that Arcane Twist needs to be scaled back or eliminated. I need to reword it as the intention is to affect only 1 creature and only for the first save. My mistake. Divide spell has a huge drawback in damage. That is the intent as then it would basically allow a player to cast 2 fireballs at full strength. Even if it can't overlap, I think it would be OP. It would be like having another full caster in the group. I'll look it over and correct the wording but there is no intention of being able to apply all metamagics on 1 spell. The options are You know all the metamagics.---- Not use all of them. I hope that clears that option up. [/QUOTE]
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