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General Tabletop Discussion
*Dungeons & Dragons
Is the major thing that's disappointing about Sorcerers is the lack of sorcery point options?
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<blockquote data-quote="Tony Vargas" data-source="post: 6909057" data-attributes="member: 996"><p>Those both sound like starting with a concept. Wouldn't "the other way" be to start with a class (or 'build') and come up with a concept to fit? </p><p></p><p>Well, sure, in theory, every class should be balanced like that.</p><p></p><p>And, sure, they're not. </p><p></p><p>5e has returned to the feel of the classic game, afterall. ;P</p><p></p><p></p><p></p><p>Part of it could be a specialist vs generalist issue. The Sorcerer picks spells known and doesn't much change them, so what it can do is much more defined and less flexible than a prepped caster. That greater flexibility is supposedly 'paid for' by the generalist, somehow. That a wizard designed as a 'magical thief' could pick up an enemy's spellbook full of fire spells, and be burninate'n with the best of 'em the next day mitigates against it being a better 'magical thief' than the locked-in-spells-known Sorcerer (or Bard, who, like the AT, would also probably make a better 'magical thief' than either a Sorcerer or Wizard, so I'm really left wondering why that particular example...).</p><p></p><p></p><p>Prettymuch, yeah. Well, Cleric is Druid is Wizard, 'cause they're all prepped neo-Vancian, while Bard & Sorcerer are hampered by fixed spells known, and Warlocks are short-rest-recharge.</p><p></p><p>5e is all about back-to-basics, core of D&D, past-edition-feel. Heck, it's the <em>raison d'être</em>. The original Sorcerer is terribly relevant. It's just that its schtick was handed out to every other caster in the game for free.</p><p></p><p>You can do <em>more</em> with such a class than one with more baked-in fluff and locked in non-choices. Sure, it won't be interesting in the sense of convoluted/detailed/baroque & requiring time/effort to understand & master or give you a ready-made character concept to explore, you have to provide the creativity. </p><p></p><p>Is 5e really different enough from 2e to make that worthwhile? I can get running back to 3.5 for the Sorcerer (even though it was Tier 2 - you might find a game without any Wizards or CoDzillas to overshadow you), or 4e for the Warlord. </p><p></p><p>But 2e? 5e has everything 2e has - except THAC0.</p><p></p><p>Part of it is no 'named' spells, right?</p><p></p><p>People who liked to complain about 3e just to complain made much of the sorcerer and wizard sharing essentially the same list (but for a couple of spells that affected preparation, which the sorcerer didn't do). They're distinct magic systems made them different enough, though. </p><p></p><p>That's not the case in 5e, so I guess they felt the need to use lists to differentiate them. Thing is, the Sorcerer list has no unique spells, at all...</p><p></p><p>You don't play the class, you play the individual character.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 6909057, member: 996"] Those both sound like starting with a concept. Wouldn't "the other way" be to start with a class (or 'build') and come up with a concept to fit? Well, sure, in theory, every class should be balanced like that. And, sure, they're not. 5e has returned to the feel of the classic game, afterall. ;P Part of it could be a specialist vs generalist issue. The Sorcerer picks spells known and doesn't much change them, so what it can do is much more defined and less flexible than a prepped caster. That greater flexibility is supposedly 'paid for' by the generalist, somehow. That a wizard designed as a 'magical thief' could pick up an enemy's spellbook full of fire spells, and be burninate'n with the best of 'em the next day mitigates against it being a better 'magical thief' than the locked-in-spells-known Sorcerer (or Bard, who, like the AT, would also probably make a better 'magical thief' than either a Sorcerer or Wizard, so I'm really left wondering why that particular example...). Prettymuch, yeah. Well, Cleric is Druid is Wizard, 'cause they're all prepped neo-Vancian, while Bard & Sorcerer are hampered by fixed spells known, and Warlocks are short-rest-recharge. 5e is all about back-to-basics, core of D&D, past-edition-feel. Heck, it's the [i]raison d'être[/i]. The original Sorcerer is terribly relevant. It's just that its schtick was handed out to every other caster in the game for free. You can do [i]more[/i] with such a class than one with more baked-in fluff and locked in non-choices. Sure, it won't be interesting in the sense of convoluted/detailed/baroque & requiring time/effort to understand & master or give you a ready-made character concept to explore, you have to provide the creativity. Is 5e really different enough from 2e to make that worthwhile? I can get running back to 3.5 for the Sorcerer (even though it was Tier 2 - you might find a game without any Wizards or CoDzillas to overshadow you), or 4e for the Warlord. But 2e? 5e has everything 2e has - except THAC0. Part of it is no 'named' spells, right? People who liked to complain about 3e just to complain made much of the sorcerer and wizard sharing essentially the same list (but for a couple of spells that affected preparation, which the sorcerer didn't do). They're distinct magic systems made them different enough, though. That's not the case in 5e, so I guess they felt the need to use lists to differentiate them. Thing is, the Sorcerer list has no unique spells, at all... You don't play the class, you play the individual character. [/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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