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Is the major thing that's disappointing about Sorcerers is the lack of sorcery point options?
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<blockquote data-quote="MonkeezOnFire" data-source="post: 6908006" data-attributes="member: 6784845"><p>In my opinion there isn't a lot to mechanically differentiate between a sorcerer and a wizard to make sorcerer's stand out. With 5e's new take on prepared magic the wizard became a lot more flexible in how they can use their spell slots throughout the day, which was previously only in the realm of the sorcerer. Compared to the wizard the sorcerer gets less spells known than the typical wizard can prepare in a single day. The sorcerer gets access to metamagic and sorcery points, but the wizard gets ritual casting (the best variation in the game) and arcane recovery which are arguably features that are just as strong as the sorcerer's toys. </p><p></p><p>The problem is further compounded by the sorcerer's small number of sub classes, neither of which do very much to aid the sorcerer's spellcasting. </p><p>-The dragon bloodline gives access to CHA on damage but that's it, the other features don't relate to spellcasting at all. The evocation wizard can make for a better blaster a lot of the time. </p><p>-The wild magic bloodline gives access to a large table of weird effects, but the mechanic is DM dependent so many players feel like they aren't in control of what they can do. The nature of the class is also fundamentally about being super random which I and many others just dislike on principle. </p><p></p><p>I've always like wizards more than sorcerers so this isn't a large problem for me, but I have seen sorcerer fans make many of these same observations. If I were to try to make the class more appealing I'd start by adding in more bloodlines that have a stronger mechanical cohesion. The pathfinder sorcerer has tons of bloodline options (but being pathfinder some are total dung mechanically) that I'd love to see. Bloodlines for aberrations, celestials, demons, devils, the elements, undead, etc.</p></blockquote><p></p>
[QUOTE="MonkeezOnFire, post: 6908006, member: 6784845"] In my opinion there isn't a lot to mechanically differentiate between a sorcerer and a wizard to make sorcerer's stand out. With 5e's new take on prepared magic the wizard became a lot more flexible in how they can use their spell slots throughout the day, which was previously only in the realm of the sorcerer. Compared to the wizard the sorcerer gets less spells known than the typical wizard can prepare in a single day. The sorcerer gets access to metamagic and sorcery points, but the wizard gets ritual casting (the best variation in the game) and arcane recovery which are arguably features that are just as strong as the sorcerer's toys. The problem is further compounded by the sorcerer's small number of sub classes, neither of which do very much to aid the sorcerer's spellcasting. -The dragon bloodline gives access to CHA on damage but that's it, the other features don't relate to spellcasting at all. The evocation wizard can make for a better blaster a lot of the time. -The wild magic bloodline gives access to a large table of weird effects, but the mechanic is DM dependent so many players feel like they aren't in control of what they can do. The nature of the class is also fundamentally about being super random which I and many others just dislike on principle. I've always like wizards more than sorcerers so this isn't a large problem for me, but I have seen sorcerer fans make many of these same observations. If I were to try to make the class more appealing I'd start by adding in more bloodlines that have a stronger mechanical cohesion. The pathfinder sorcerer has tons of bloodline options (but being pathfinder some are total dung mechanically) that I'd love to see. Bloodlines for aberrations, celestials, demons, devils, the elements, undead, etc. [/QUOTE]
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Is the major thing that's disappointing about Sorcerers is the lack of sorcery point options?
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