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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="doctorbadwolf" data-source="post: 6908408" data-attributes="member: 6704184"><p>IF you made the other casters back to traditional vancian caster, I'd stop playing them, as would my whole group. The death of that model is one of the reason my group was even willing to look at 5e, rather than just sticking to 4e. We ain't goin' back. </p><p></p><p>As for concentration and non spell magical abilities: </p><p>The concentration idea needn't be always on. I meant an ability to expend a resource, probably spell points, to ignore concentration on a single casting of a spell. </p><p></p><p>Non spell magical abilities: The game has some, already. It's not like it would be hard to invent more. Even if you look at them as spells, it wouldn't be hard to create new spells, and make them exclusive to the sorcerer, accessible only via the sorcerer class feature that grants them, and just not call them spells, to make it extra clear that wizards can't ever have them without becoming a sorcerer, ever. </p><p></p><p>IMO, the Sorcerer could also cast from any spell list, no prep, no spells known, no spell slots even. Just spell points combined with a warlock-style per encounter basis (which also keeps the required number of spell points down), and class features that also use spell points, so it's a choice between boosting a spell, doing a thing less subtle than most spells (like healing for xdy/spell point), or casting a traditional spell. </p><p></p><p>Likwise, the sorcerer could have a list of unique cantrips, each of which has a list of ways in which you can spend spell points to boost them. Combine that with the above idea, make spells cost 1 SP per spell level, all spells with levels are cast at highest level you can do, regain SP on short rest. Also be sure to give them all the "create fire" "control fire" "gust of wind" type spells that can easily be seen as the Sorc reaching into the threads of magic to directly manipulate energies/elements. </p><p></p><p>And there's no reason why Sorcs shouldn't be able to learn new spells by observing others, IMO. After all, they can see and feel the magic itself. </p><p></p><p>Speaking of which, on the list of abilities you could give a sorc, the ability to examine a creature and "see" what it's strong and weak saves are, any magical immunities, resistances, or vulnerabilities, etc, as well as native ability to sense magic and magical creatures, absorb magical energies and throw them back, etc. using actions and spell points as appropriate, of course. </p><p></p><p>In some ways, the monk almost makes the best chassis the sorcerer. Replace all the punch things stuff with magical abilities like I've described, and give it those cantrip ideas as ki abilities that can be boosted at later levels with additional Ki, etc. </p><p></p><p></p><p>Anyway, there's all my "brain crack" for building a more interesting sorcerer. Enjoy.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 6908408, member: 6704184"] IF you made the other casters back to traditional vancian caster, I'd stop playing them, as would my whole group. The death of that model is one of the reason my group was even willing to look at 5e, rather than just sticking to 4e. We ain't goin' back. As for concentration and non spell magical abilities: The concentration idea needn't be always on. I meant an ability to expend a resource, probably spell points, to ignore concentration on a single casting of a spell. Non spell magical abilities: The game has some, already. It's not like it would be hard to invent more. Even if you look at them as spells, it wouldn't be hard to create new spells, and make them exclusive to the sorcerer, accessible only via the sorcerer class feature that grants them, and just not call them spells, to make it extra clear that wizards can't ever have them without becoming a sorcerer, ever. IMO, the Sorcerer could also cast from any spell list, no prep, no spells known, no spell slots even. Just spell points combined with a warlock-style per encounter basis (which also keeps the required number of spell points down), and class features that also use spell points, so it's a choice between boosting a spell, doing a thing less subtle than most spells (like healing for xdy/spell point), or casting a traditional spell. Likwise, the sorcerer could have a list of unique cantrips, each of which has a list of ways in which you can spend spell points to boost them. Combine that with the above idea, make spells cost 1 SP per spell level, all spells with levels are cast at highest level you can do, regain SP on short rest. Also be sure to give them all the "create fire" "control fire" "gust of wind" type spells that can easily be seen as the Sorc reaching into the threads of magic to directly manipulate energies/elements. And there's no reason why Sorcs shouldn't be able to learn new spells by observing others, IMO. After all, they can see and feel the magic itself. Speaking of which, on the list of abilities you could give a sorc, the ability to examine a creature and "see" what it's strong and weak saves are, any magical immunities, resistances, or vulnerabilities, etc, as well as native ability to sense magic and magical creatures, absorb magical energies and throw them back, etc. using actions and spell points as appropriate, of course. In some ways, the monk almost makes the best chassis the sorcerer. Replace all the punch things stuff with magical abilities like I've described, and give it those cantrip ideas as ki abilities that can be boosted at later levels with additional Ki, etc. Anyway, there's all my "brain crack" for building a more interesting sorcerer. Enjoy. [/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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