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*Dungeons & Dragons
How do we fix the Sorcerer?
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<blockquote data-quote="QuietBrowser" data-source="post: 7369795" data-attributes="member: 6855057"><p>I'm not the biggest fan of Sorcerers, mostly because, when they appeared in 3e, they were just a watered down version of Wizards. 4th edition changed that for me... but, 5th edition seemed to just go right back to all the things that made them problematic in 3e. Everybody knows the Sorcerer in 5e is... not doing so hot. There's a reason the biggest complaint about the Loremaster Wizard remains not "it's overpowered" but "It makes the sorcerer superfluous". </p><p></p><p>So, how do you folks think we could fix this?</p><p></p><p>Speaking personally...</p><p></p><p><strong>Sorcery Points:</strong>The key difference between sorcerer and wizard is the use of this unique mana system... and, just like the Monk (esp. Wo4E) and its Ki system, WoTC dropped the ball on it. The Sorcerer just doesn't get enough sorcery points to play with, and they don't regenerate anywhere near quickly enough - the freaking wizard has better stamina then that, courtesy of its Arcane Recovery feature. Add in the inefficiencies of converting spell slots into sorcery points (especially given as the only advantage sorcerers have on wizards vis a vis spells is a bonus cantrip), and this is just a hot mess.</p><p><em>Solution:</em> Make Sorcery Points either recover on a Short Rest instead of a long rest, or have each Origin outfitted with a way to regain sorcerery points more readily - for example, Wild Mages gain some whenever they roll a 1 or a 20 with a spell, whilst Dragon Sorcerers regain some when they take resisted damage. Also, increase the sorcery points at lower levels.</p><p></p><p><strong>Spell List:</strong> Let's be honest; does anyone like the hard limit on spells known that sorcerers labor under? Or the lack of Origin-based bonus spells, something the Cleric and Warlock have?</p><p><em>Solution:</em> Expand the Spells Known limits, or just remove that mechanic entirely. Add Origin-based Bonus Spells to the class.</p><p></p><p><strong>Thematic Spells:</strong> I made this a seperate problem, because it's mostly a Dragon Sorcerer issue at the moment. Everybody knows that unless you play a Fire Dragon Sorcerer, you're basically gimped, because Fire is by far the most over-represented elemental damage type in the sorcerer's spell list.</p><p><em>Solution:</em> Add more spells for the other elements. Heck, bring back the "rainbow damage" spells that sorcerers specialized in during 4th edition.</p><p></p><p>These are the three major problems that stick out to me. What are your opinions on them? Are there any problems with the sorcerer that you think I missed?</p></blockquote><p></p>
[QUOTE="QuietBrowser, post: 7369795, member: 6855057"] I'm not the biggest fan of Sorcerers, mostly because, when they appeared in 3e, they were just a watered down version of Wizards. 4th edition changed that for me... but, 5th edition seemed to just go right back to all the things that made them problematic in 3e. Everybody knows the Sorcerer in 5e is... not doing so hot. There's a reason the biggest complaint about the Loremaster Wizard remains not "it's overpowered" but "It makes the sorcerer superfluous". So, how do you folks think we could fix this? Speaking personally... [B]Sorcery Points:[/B]The key difference between sorcerer and wizard is the use of this unique mana system... and, just like the Monk (esp. Wo4E) and its Ki system, WoTC dropped the ball on it. The Sorcerer just doesn't get enough sorcery points to play with, and they don't regenerate anywhere near quickly enough - the freaking wizard has better stamina then that, courtesy of its Arcane Recovery feature. Add in the inefficiencies of converting spell slots into sorcery points (especially given as the only advantage sorcerers have on wizards vis a vis spells is a bonus cantrip), and this is just a hot mess. [I]Solution:[/I] Make Sorcery Points either recover on a Short Rest instead of a long rest, or have each Origin outfitted with a way to regain sorcerery points more readily - for example, Wild Mages gain some whenever they roll a 1 or a 20 with a spell, whilst Dragon Sorcerers regain some when they take resisted damage. Also, increase the sorcery points at lower levels. [B]Spell List:[/B] Let's be honest; does anyone like the hard limit on spells known that sorcerers labor under? Or the lack of Origin-based bonus spells, something the Cleric and Warlock have? [I]Solution:[/I] Expand the Spells Known limits, or just remove that mechanic entirely. Add Origin-based Bonus Spells to the class. [B]Thematic Spells:[/B] I made this a seperate problem, because it's mostly a Dragon Sorcerer issue at the moment. Everybody knows that unless you play a Fire Dragon Sorcerer, you're basically gimped, because Fire is by far the most over-represented elemental damage type in the sorcerer's spell list. [I]Solution:[/I] Add more spells for the other elements. Heck, bring back the "rainbow damage" spells that sorcerers specialized in during 4th edition. These are the three major problems that stick out to me. What are your opinions on them? Are there any problems with the sorcerer that you think I missed? [/QUOTE]
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