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*Dungeons & Dragons
making the Sorcerer an "Elementalist" - custom spell lists
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<blockquote data-quote="GlassJaw" data-source="post: 7294587" data-attributes="member: 22103"><p>Put me in the category of someone who isn't a big fan of the Sorcerer class. I've read all the threads on possible fixes, and have my own ideas.</p><p></p><p>This thread is not an attempt to rehash that discussion.</p><p></p><p>While I want to "fix" the sorcerer, I also want to make it more of an Elementalist, primarily for campaign reasons but also to further differentiate from the wizard.</p><p></p><p>Here's the basic overview of my changes: spell points instead of slots, more known spells, more metamagic options (or allow them to swapped after a rest), UA elemental origins only (Phoenix, Sea, Stone, Storm), bonus spells and/or custom spell lists.</p><p></p><p>I'm not interested in debating these changes but I am looking for some help on the last point: bonus spells or custom spell lists.</p><p></p><p>I do think that the sorcerer needs more known spells, but because I want the sorcerer to be an elementalist, I also want the spells to be tailored to each element. Here are some possible solutions I have so far:</p><p></p><p>1. Bonus Spells. This would definitely be the simplest implementation, and is the "5E-approved" mechanic. When the sorcerer gains a new spell level, they automatically gain 2 new spells. Done. </p><p></p><p>I have 2 issues with this: 1. It gives the sorcerer multiple known spells when gaining a new spell level instead of the 1/level like the PHB (which I like), and 2. It would allow a sorcerer to choose a spell from an "opposing" element, like a Phoenix sorcerer choosing a water spell.</p><p></p><p>2. Custom Spell Lists. Instead of one spell list to rule them all, each origin has its own spell list from level 1-9. Pros: Addresses the opposing element issue and allows for highly customized lists. Also doesn't require a new system for learning spells. Cons: Page-count heavy and each spell list would have lots of shared spells.</p><p></p><p>3. Generic spells + custom elemental list. This is sort of a hybrid of the above 2 options. It requires a bit more work but it's currently what I'm leaning towards because it offers the most customization. I would start with creating a spell list that is shared by all origins. This list would primarily include defensive spells (mage armor, shield), self-buffs (enhance ability, false life), and utility spells (levitate, feather fall, darkvision). It most likely wouldn't include many attack spells. I would then create a bonus spell list for each origin. When selecting a spell, a sorcerer can select a spell from the generic list or their origin list. Aside from the work to create the lists, this seems pretty straight-forward. </p><p></p><p>I have also thought about requiring a number of spells be selected from the origin list, or adding an "ability" that allows the selection of a spell from the origin list of a specific level. This would ensure that each sorcerer feels like a practitioner of that element and also gives them an array of spells across all levels. I like this concept but it feels potentially a bit messy mechanically with regards to swapping spells as the sorcerer levels up. I guess a rule could be added that restricts which spells can be swapped but that would require tracking which spells were selected with this ability. Again, just feels messy. I could also be overthinking it.</p><p></p><p>Anyway, holy brain dump. I admit I'm kind of all over the place but that's a bit where I've been on this design. I start down one path and then switch to another. Thoughts?! Thanks!</p></blockquote><p></p>
[QUOTE="GlassJaw, post: 7294587, member: 22103"] Put me in the category of someone who isn't a big fan of the Sorcerer class. I've read all the threads on possible fixes, and have my own ideas. This thread is not an attempt to rehash that discussion. While I want to "fix" the sorcerer, I also want to make it more of an Elementalist, primarily for campaign reasons but also to further differentiate from the wizard. Here's the basic overview of my changes: spell points instead of slots, more known spells, more metamagic options (or allow them to swapped after a rest), UA elemental origins only (Phoenix, Sea, Stone, Storm), bonus spells and/or custom spell lists. I'm not interested in debating these changes but I am looking for some help on the last point: bonus spells or custom spell lists. I do think that the sorcerer needs more known spells, but because I want the sorcerer to be an elementalist, I also want the spells to be tailored to each element. Here are some possible solutions I have so far: 1. Bonus Spells. This would definitely be the simplest implementation, and is the "5E-approved" mechanic. When the sorcerer gains a new spell level, they automatically gain 2 new spells. Done. I have 2 issues with this: 1. It gives the sorcerer multiple known spells when gaining a new spell level instead of the 1/level like the PHB (which I like), and 2. It would allow a sorcerer to choose a spell from an "opposing" element, like a Phoenix sorcerer choosing a water spell. 2. Custom Spell Lists. Instead of one spell list to rule them all, each origin has its own spell list from level 1-9. Pros: Addresses the opposing element issue and allows for highly customized lists. Also doesn't require a new system for learning spells. Cons: Page-count heavy and each spell list would have lots of shared spells. 3. Generic spells + custom elemental list. This is sort of a hybrid of the above 2 options. It requires a bit more work but it's currently what I'm leaning towards because it offers the most customization. I would start with creating a spell list that is shared by all origins. This list would primarily include defensive spells (mage armor, shield), self-buffs (enhance ability, false life), and utility spells (levitate, feather fall, darkvision). It most likely wouldn't include many attack spells. I would then create a bonus spell list for each origin. When selecting a spell, a sorcerer can select a spell from the generic list or their origin list. Aside from the work to create the lists, this seems pretty straight-forward. I have also thought about requiring a number of spells be selected from the origin list, or adding an "ability" that allows the selection of a spell from the origin list of a specific level. This would ensure that each sorcerer feels like a practitioner of that element and also gives them an array of spells across all levels. I like this concept but it feels potentially a bit messy mechanically with regards to swapping spells as the sorcerer levels up. I guess a rule could be added that restricts which spells can be swapped but that would require tracking which spells were selected with this ability. Again, just feels messy. I could also be overthinking it. Anyway, holy brain dump. I admit I'm kind of all over the place but that's a bit where I've been on this design. I start down one path and then switch to another. Thoughts?! Thanks! [/QUOTE]
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