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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="MoonSong" data-source="post: 6908464" data-attributes="member: 6689464"><p>Well, I have some ideas. (The point on sorcerers learning spells from watching others, even in 3e they technically could learn non-standard spells, there were just not direct ways to do it in the RAW, and they spent a spell known to learn it upon level up)</p><p></p><p>A "soft" fix:</p><p></p><p></p><ul> <li data-xf-list-type="ul">Create an origin that focuses on familiars, utility and stuff to emphasize "I'm one with magic" while being as flavor neutral (I would dare "completely bland in flavor"). Don't touch the main class. </li> <li data-xf-list-type="ul">Create unique spells for sorcerers that covered ALL the effects possible and are NICHE FILLING. In short sorcerer-only spells that are spell+ version of things others can do. (My invisibility is bonus action and doesn't consume concentration, my shield can protect anybody and even from area effects, none of them need components of any kind, my familiar is sturdy and can survive combat, my floating disk lasts 8 hours and can be ridden, my version of fireball changes type at will) </li> <li data-xf-list-type="ul">Alternatively rewrite spells so they have riders that only work for sorcerers. </li> </ul><p></p><p>A "hard" fix that eschews metamagic.</p><p></p><ul> <li data-xf-list-type="ul">Rewrite the class, give it a d8, all simple weapons, extra skills, eventual expertise, detect magic at will with no material components. </li> <li data-xf-list-type="ul">Baseline cantrips. </li> <li data-xf-list-type="ul">Expand the spell list so it includes way more of the so-called wizard only spells and some druid spells, name spells, etc, anything without a costly component </li> <li data-xf-list-type="ul">Start knowing four spells. </li> <li data-xf-list-type="ul">Learn three spells each level. </li> <li data-xf-list-type="ul">Get a bonus spell that refreshes on a short rest, it scales more slowly than a warlock's -to help cover some utility during exploration-. </li> <li data-xf-list-type="ul">One or two unlimited lower level spells at higher levels. </li> <li data-xf-list-type="ul">Make subclasses focus on mechanics, one that makes casting even easier (+bonus spells), one that focuses on origins (pick among 12+, each one gives a language, an offensive/defensive proficiency, and a type associated that changes all spells to it, at later levels bonus damage, wings, etc), another that creates a tank -bonus hp, armor, weapons, double attack-, another that focuses on rituals and stuff. </li> </ul></blockquote><p></p>
[QUOTE="MoonSong, post: 6908464, member: 6689464"] Well, I have some ideas. (The point on sorcerers learning spells from watching others, even in 3e they technically could learn non-standard spells, there were just not direct ways to do it in the RAW, and they spent a spell known to learn it upon level up) A "soft" fix: [LIST] [*]Create an origin that focuses on familiars, utility and stuff to emphasize "I'm one with magic" while being as flavor neutral (I would dare "completely bland in flavor"). Don't touch the main class. [*]Create unique spells for sorcerers that covered ALL the effects possible and are NICHE FILLING. In short sorcerer-only spells that are spell+ version of things others can do. (My invisibility is bonus action and doesn't consume concentration, my shield can protect anybody and even from area effects, none of them need components of any kind, my familiar is sturdy and can survive combat, my floating disk lasts 8 hours and can be ridden, my version of fireball changes type at will) [*]Alternatively rewrite spells so they have riders that only work for sorcerers. [/LIST] A "hard" fix that eschews metamagic. [LIST] [*]Rewrite the class, give it a d8, all simple weapons, extra skills, eventual expertise, detect magic at will with no material components. [*]Baseline cantrips. [*]Expand the spell list so it includes way more of the so-called wizard only spells and some druid spells, name spells, etc, anything without a costly component [*]Start knowing four spells. [*]Learn three spells each level. [*]Get a bonus spell that refreshes on a short rest, it scales more slowly than a warlock's -to help cover some utility during exploration-. [*]One or two unlimited lower level spells at higher levels. [*]Make subclasses focus on mechanics, one that makes casting even easier (+bonus spells), one that focuses on origins (pick among 12+, each one gives a language, an offensive/defensive proficiency, and a type associated that changes all spells to it, at later levels bonus damage, wings, etc), another that creates a tank -bonus hp, armor, weapons, double attack-, another that focuses on rituals and stuff. [/LIST] [/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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