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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="Inchoroi" data-source="post: 6908520" data-attributes="member: 6752135"><p>I would love it if someone played a Wild Magic Sorcerer, because I think it's awesome.</p><p></p><p>If someone did, I'd see if they'd be amenable to a couple changes.</p><p></p><p>1. Wild Magic Surge</p><p></p><p>The DM doesn't decide when you roll for a wild magic surge. You roll any time you cast a non-cantrip spell. The target number for your d20 roll is equal to or below the spell's level. The stronger the spell, the most likely it is you'll be having a wild magic surge.</p><p></p><p>2. Tides of Chaos</p><p></p><p>I don't really have a problem with this at all. It's supposed to be chaotic, and I'd be fine with people using it every round, if need be. Then again, I like randomness (including random stats!). I'd make it a player choice, however. To regain it, the player chooses to roll on the Wild Surge table, and what happens happens.</p><p></p><p></p><p></p><p>By that same token, here's what the Sorcerer needs, IMO, beyond the above for the Wild Magic Sorcerer:</p><p></p><p>1. More Bloodlines. God, more bloodlines. What were they thinking making only two...</p><p></p><p>Corollary: Each Bloodline needs Bloodline specific Metamagic options. </p><p></p><p>2. More Metamagic Options. I'm a little too loopy to dream them up right now.</p><p></p><p>3. More spells. This is not only more spells for all classes, but each Bloodline should have a set of spells that they get added to the ones they know. For Wild Magic Sorcerer, of course, it's completely random. They roll on a chart for the random spells.</p></blockquote><p></p>
[QUOTE="Inchoroi, post: 6908520, member: 6752135"] I would love it if someone played a Wild Magic Sorcerer, because I think it's awesome. If someone did, I'd see if they'd be amenable to a couple changes. 1. Wild Magic Surge The DM doesn't decide when you roll for a wild magic surge. You roll any time you cast a non-cantrip spell. The target number for your d20 roll is equal to or below the spell's level. The stronger the spell, the most likely it is you'll be having a wild magic surge. 2. Tides of Chaos I don't really have a problem with this at all. It's supposed to be chaotic, and I'd be fine with people using it every round, if need be. Then again, I like randomness (including random stats!). I'd make it a player choice, however. To regain it, the player chooses to roll on the Wild Surge table, and what happens happens. By that same token, here's what the Sorcerer needs, IMO, beyond the above for the Wild Magic Sorcerer: 1. More Bloodlines. God, more bloodlines. What were they thinking making only two... Corollary: Each Bloodline needs Bloodline specific Metamagic options. 2. More Metamagic Options. I'm a little too loopy to dream them up right now. 3. More spells. This is not only more spells for all classes, but each Bloodline should have a set of spells that they get added to the ones they know. For Wild Magic Sorcerer, of course, it's completely random. They roll on a chart for the random spells. [/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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