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General Tabletop Discussion
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How many classes do you want to see this edition?
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<blockquote data-quote="Remathilis" data-source="post: 8797863" data-attributes="member: 7635"><p>So if memory serves (it has been nearly a decade) much of that sorcerer class was built around depleting spell slots as you cast spells also increased your tankiness (HP, AC, melee damage) and gaining more draconic elements as you exhausted them. IIRC, subclasses weren't a part of the system yet (themes, which would become backgrounds and feats did that) so that was the only sorcerer build available. ALL sorcerers were dragons who started the day out as a ranged caster and ended it as a melee warrior. </p><p></p><p>Assuming that the draw is starting out a mage and ending it a monster, I think that is extremely limiting. Every sorcerer would have to turn into a monster (or otherwise become tankier) as you are depleting spells. I assume your subclass would determine what you turn into (so a divine sorcerer turns into an angel/fiend, an aberrant mind goes full tentacle aberration, clockwork soul becomes a modron) but others aren't so clear cut (what does a storm Sorc become? A shadow Sorc? A lunar sorcerer?) Further, assuming subclasses would remain a 4 level package, we're still looking for a mechanic that the base class needs for the other 16 levels. And I assume many of the other problems would have remained (limited spell choices and spell list). </p><p></p><p>I don't think the design was bad, but it was very niche and only worked if you wanted "Dragon: the Class". I don't think what we got was particularly good, but I think the other design was too specific.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 8797863, member: 7635"] So if memory serves (it has been nearly a decade) much of that sorcerer class was built around depleting spell slots as you cast spells also increased your tankiness (HP, AC, melee damage) and gaining more draconic elements as you exhausted them. IIRC, subclasses weren't a part of the system yet (themes, which would become backgrounds and feats did that) so that was the only sorcerer build available. ALL sorcerers were dragons who started the day out as a ranged caster and ended it as a melee warrior. Assuming that the draw is starting out a mage and ending it a monster, I think that is extremely limiting. Every sorcerer would have to turn into a monster (or otherwise become tankier) as you are depleting spells. I assume your subclass would determine what you turn into (so a divine sorcerer turns into an angel/fiend, an aberrant mind goes full tentacle aberration, clockwork soul becomes a modron) but others aren't so clear cut (what does a storm Sorc become? A shadow Sorc? A lunar sorcerer?) Further, assuming subclasses would remain a 4 level package, we're still looking for a mechanic that the base class needs for the other 16 levels. And I assume many of the other problems would have remained (limited spell choices and spell list). I don't think the design was bad, but it was very niche and only worked if you wanted "Dragon: the Class". I don't think what we got was particularly good, but I think the other design was too specific. [/QUOTE]
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