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General Tabletop Discussion
*Pathfinder & Starfinder
Is the Sorcerer Story Too Narrow for a Base Class?
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<blockquote data-quote="KidSnide" data-source="post: 5996066" data-attributes="member: 54710"><p>I agree that this is the core component of the sorcerer. The problem is that the character concepts in that involve a threat to overwhelm the character's mundane being are just a narrow subset of the concepts that used to be represented by the sorcerer class.</p><p></p><p>I don't want to harsh on this concept too much. It's very clever, and I really like the mechanical aspect of the sorcerer getting these new "at-will" abilities as the character expends his daily pool of willpower. I think I would enjoy these mechanics and they create a neat strategic decision for the player.</p><p></p><p>But it's too clever. It takes a neat mechanical idea ("at-will" powers that become available as the character expends daily resources) and shoehorns it into a class that doesn't need it. If WotC was designing a class for Diablo IV, I would say "bravo." But the D&D PH1 classes shouldn't be narrow specific classes designed to play in specific narrow ways. Instead, the base classes should - to the extent possible - cover a broad range of character concepts. </p><p></p><p>I applaud clever mechanical ideas. But at this stage, D&DN shouldn't be writing mechanics that demand narrow character concepts. This mechanic would look fantastic as an alternate set of "hard to control" sorcerer bloodlines in a "Complete Arcane" splatbook. But it's just not right for the PH1.</p><p></p><p>-KS</p></blockquote><p></p>
[QUOTE="KidSnide, post: 5996066, member: 54710"] I agree that this is the core component of the sorcerer. The problem is that the character concepts in that involve a threat to overwhelm the character's mundane being are just a narrow subset of the concepts that used to be represented by the sorcerer class. I don't want to harsh on this concept too much. It's very clever, and I really like the mechanical aspect of the sorcerer getting these new "at-will" abilities as the character expends his daily pool of willpower. I think I would enjoy these mechanics and they create a neat strategic decision for the player. But it's too clever. It takes a neat mechanical idea ("at-will" powers that become available as the character expends daily resources) and shoehorns it into a class that doesn't need it. If WotC was designing a class for Diablo IV, I would say "bravo." But the D&D PH1 classes shouldn't be narrow specific classes designed to play in specific narrow ways. Instead, the base classes should - to the extent possible - cover a broad range of character concepts. I applaud clever mechanical ideas. But at this stage, D&DN shouldn't be writing mechanics that demand narrow character concepts. This mechanic would look fantastic as an alternate set of "hard to control" sorcerer bloodlines in a "Complete Arcane" splatbook. But it's just not right for the PH1. -KS [/QUOTE]
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Is the Sorcerer Story Too Narrow for a Base Class?
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