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How do we fix the Sorcerer?
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<blockquote data-quote="Kinematics" data-source="post: 7370745" data-attributes="member: 6932123"><p>On further review of the Mystic, I would say:</p><p></p><p>1) It leans a little too much on the psionics to be a pure replacement for Sorcerer. Not surprising, given its design, but something to keep in mind when considering it as a replacement.</p><p></p><p>2) It is missing a few disciplines to help flesh out possibilities. On the other hand, it is <em>very</em> easy to add new disciplines, as well as expand the options available within each discipline.</p><p></p><p>3) Given that each discipline is very narrowly focused in purpose, it's not very unbalancing to add new options to it, compared to giving a Sorcerer more spells and wondering if he's going to build a random grab-bag of Haste + Teleport + Disintegrate + Hypnotic Pattern, or some such. With disciplines, having a new idea you want to add to the list should be natural and encouraged. You're limited to only a few general power concepts per character (up to 8 at 20th level), but can be very creative within each concept.</p><p></p><p>4) Mystic still has some balance issues that would need to be considered.</p><p></p><p>So basically, Sorcerer would be Mystic with less "psychic" flavor. The mechanics of the Mystic work fine as a chassis. The psi points per level are identical to spell points per level up to level 10. It just uses a different mechanic for handling stuff that would be 6th+ level spells, giving you a separate pool that lets you use multiple discipline abilities simultaneously — including multiple concentration effects. (And I am totally on board with that trade-off.)</p><p></p><p>You could conceivably add an extra pool for sorcery points for metamagic on top of that (and just not use or need the Font of Magic spell slot burning/creation mechanic). Since the 'spell' scopes are more limited and cohesive (you have 5 disciplines at level 10, rather than 11 independent spells), it may also help with some of the imbalanced nature of metamagic. You can't just get the exact spells that works perfectly with 'this' metamagic; your metamagic has to be considered with respect to the entire range of abilities that each discipline provides. It's no longer a competition between spells chosen and metamagics selected, since a given discipline may be viable for multiple metamagics.</p><p></p><p>Currently trying to rewrite the sorcerer using the mystic chassis to see how it shakes out.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7370745, member: 6932123"] On further review of the Mystic, I would say: 1) It leans a little too much on the psionics to be a pure replacement for Sorcerer. Not surprising, given its design, but something to keep in mind when considering it as a replacement. 2) It is missing a few disciplines to help flesh out possibilities. On the other hand, it is [i]very[/i] easy to add new disciplines, as well as expand the options available within each discipline. 3) Given that each discipline is very narrowly focused in purpose, it's not very unbalancing to add new options to it, compared to giving a Sorcerer more spells and wondering if he's going to build a random grab-bag of Haste + Teleport + Disintegrate + Hypnotic Pattern, or some such. With disciplines, having a new idea you want to add to the list should be natural and encouraged. You're limited to only a few general power concepts per character (up to 8 at 20th level), but can be very creative within each concept. 4) Mystic still has some balance issues that would need to be considered. So basically, Sorcerer would be Mystic with less "psychic" flavor. The mechanics of the Mystic work fine as a chassis. The psi points per level are identical to spell points per level up to level 10. It just uses a different mechanic for handling stuff that would be 6th+ level spells, giving you a separate pool that lets you use multiple discipline abilities simultaneously — including multiple concentration effects. (And I am totally on board with that trade-off.) You could conceivably add an extra pool for sorcery points for metamagic on top of that (and just not use or need the Font of Magic spell slot burning/creation mechanic). Since the 'spell' scopes are more limited and cohesive (you have 5 disciplines at level 10, rather than 11 independent spells), it may also help with some of the imbalanced nature of metamagic. You can't just get the exact spells that works perfectly with 'this' metamagic; your metamagic has to be considered with respect to the entire range of abilities that each discipline provides. It's no longer a competition between spells chosen and metamagics selected, since a given discipline may be viable for multiple metamagics. Currently trying to rewrite the sorcerer using the mystic chassis to see how it shakes out. [/QUOTE]
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