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How do we fix the Sorcerer?
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<blockquote data-quote="Irda Ranger" data-source="post: 7370307" data-attributes="member: 1003"><p>I ran Curse of Strahd as a DM with a sorcerer player, and he was one of my better players so he was very effective. That's the thing with all of the classes--they're good enough that the real differences between them are player skill. </p><p></p><p>That said, I'm not entirely happy with the Sorcerer either. I've run the numbers and there's just no fair comparison between Sorcerer and Wizard.</p><ul> <li data-xf-list-type="ul">Wizard knows more spells. Waaayyyy more spells.</li> <li data-xf-list-type="ul">Wizards have a bigger list of spells to choose from.</li> <li data-xf-list-type="ul">Wizards have more spells prepared than Sorcerers have spells known. (Crazy!)</li> <li data-xf-list-type="ul">Wizard and Sorcerer have equal spell slots (Sorcery Points=Arcane Recovery).</li> <li data-xf-list-type="ul">Wizards have rituals; basically infinite slots/day for certain spells.</li> <li data-xf-list-type="ul">Arcane Tradition features are about equal to Bloodline.</li> <li data-xf-list-type="ul">Sorcerers have one more cantrip.</li> <li data-xf-list-type="ul">Sorcerers have Metamagic, but if they use it they fall behind on slots.</li> </ul><p></p><p>So basically, the only clear lead that Sorcerers have is one more cantrip and SP/metamagic flexibility. At the costs of knowing only 1/3rd as many spells, having only 2/3rd as many spells prepared, being unable to swap around spells if the adventure calls for something specific, not being able to cast rituals, and being a little behind on spell slots.</p><p></p><p>The other thing I don't like about Sorcerers is how the limited spells known force them to be super vanilla in their spell choices. Everyone feels the pressure to take the most flexible and useful spells, and no one takes the quirky spells that don't get used often. So everyone has Counterspell, Dispel Magic, Fireball, Dimension Door, etc. etc. and no one ever takes Illusory Script or whatever.</p><p></p><p>I'd do something like this:</p><ol> <li data-xf-list-type="ol">Everyone gets "meta-magic" spells automatically, like Detect Magic and Counterspell.</li> <li data-xf-list-type="ol">Recover Sorcery Points on an SR.</li> <li data-xf-list-type="ol">Bloodlines give two spells known per spell level, covering all the basic utility requirements but in a thematic way. </li> <li data-xf-list-type="ol">Create at least as many bloodlines as Arcane Traditions and Domains.</li> <li data-xf-list-type="ol">New Rule: Sorcerers can cast spells from scrolls <em>without destroying the scroll</em>, if they use a spell slot of their own plus a number of SP equal to that spell slot. Or make a magic item like a Ring of Spell Storing that works in a similar way.</li> </ol></blockquote><p></p>
[QUOTE="Irda Ranger, post: 7370307, member: 1003"] I ran Curse of Strahd as a DM with a sorcerer player, and he was one of my better players so he was very effective. That's the thing with all of the classes--they're good enough that the real differences between them are player skill. That said, I'm not entirely happy with the Sorcerer either. I've run the numbers and there's just no fair comparison between Sorcerer and Wizard. [LIST] [*]Wizard knows more spells. Waaayyyy more spells. [*]Wizards have a bigger list of spells to choose from. [*]Wizards have more spells prepared than Sorcerers have spells known. (Crazy!) [*]Wizard and Sorcerer have equal spell slots (Sorcery Points=Arcane Recovery). [*]Wizards have rituals; basically infinite slots/day for certain spells. [*]Arcane Tradition features are about equal to Bloodline. [*]Sorcerers have one more cantrip. [*]Sorcerers have Metamagic, but if they use it they fall behind on slots. [/LIST] So basically, the only clear lead that Sorcerers have is one more cantrip and SP/metamagic flexibility. At the costs of knowing only 1/3rd as many spells, having only 2/3rd as many spells prepared, being unable to swap around spells if the adventure calls for something specific, not being able to cast rituals, and being a little behind on spell slots. The other thing I don't like about Sorcerers is how the limited spells known force them to be super vanilla in their spell choices. Everyone feels the pressure to take the most flexible and useful spells, and no one takes the quirky spells that don't get used often. So everyone has Counterspell, Dispel Magic, Fireball, Dimension Door, etc. etc. and no one ever takes Illusory Script or whatever. I'd do something like this: [LIST=1] [*]Everyone gets "meta-magic" spells automatically, like Detect Magic and Counterspell. [*]Recover Sorcery Points on an SR. [*]Bloodlines give two spells known per spell level, covering all the basic utility requirements but in a thematic way. [*]Create at least as many bloodlines as Arcane Traditions and Domains. [*]New Rule: Sorcerers can cast spells from scrolls [I]without destroying the scroll[/I], if they use a spell slot of their own plus a number of SP equal to that spell slot. Or make a magic item like a Ring of Spell Storing that works in a similar way. [/LIST] [/QUOTE]
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