The early playtest Sorcerer not only used a Spell Point mechanic, but had Heritage abilities that could either be activated by spending points or activated automatically after you had spent a certain number of points that day. It was more complex and unusual, but certainly give the Sorcerer a much more distinct identity in relation to the Wizard.It's been so long... what did you like about the playtest version so much?
That's um... One way to describe the base themes.If Oberon banged your mom, your a feyblooded sorcerer. If you learned the secret magic techniques of the Seelie Courts, because Oberon got into a drunken stupor, during one hell of a Fey Banger, and you overheard him, your a warlock.
I see em as two whole separate branches. Reflavoring Bloodline Origins as Patron Options (a Dragon for Dragon-Blooded, a Storm Lord for Giant Bloodline, a Ithillid for Abbarant Mind, etc, etc.) Seems legit.
Mainly the fact that it was trying something different. Core sorcerer is just a wizard in other colors. Even to make it distinct in the PHB they had to steal classic wizard tools, like wild magic and metamagic.It's been so long... what did you like about the playtest version so much?
Their hit dice also changed depending on their subclass, or at least that's what it seemed like in the write up. The sorcerer's hit dice was listed in the sorcerous origin section, and not the actual class section like the other couple classes that were in the 1st or 2nd playtest packet (whichever one contained the sorcerer). They just had the dragon (because for some reason WotC always seems to think innate spellcasting is the result of dragons), and it gave the sorcerer a d8 for HD, and seemed to be a melee subclass. Gained proficiency with all armor, shields, and martial weapons. Suggested equipment included chainmail and a greatsword. Would have been nice if they kept going with it, instead of giving us what we got. They had to spend willpower (early version of spell points) to cast a spell, and even though it only went up to 2nd level spells, it looked like they were going to be a 1-1 basis (1 willpower per level of spell).Mainly the fact that it was trying something different. Core sorcerer is just a wizard in other colors. Even to make it distinct in the PHB they had to steal classic wizard tools, like wild magic and metamagic.
The playtest version used spell points and manifested stronger traits of the bloodline as their use of magic and sorcerous powers increased. It was really cool that your character would get more dragon-like as the sorcery of its blood manifested through the use of magic and sorcerous powers.
We may never know how much design space there really was on it. It only went to the 5th level and didn't have a lot of sorcerous powers described, but I think what they're doing was an improvement. It may have some bias on my part, though. Definitely not a fan of the traditional sorcerer.
Well, for one thing, Bard isn't a new class. It's been around since 1e.The newer classes, Bard, Sorcerer, and Warlock all have the worst amount of overlap. This hardly helps make them feel unique.
So, for myself, what should differentiate spell casters isn't so much how they cast spells or where they get their power from, but what their spells should be able to do.
Oh, stop being so nit-picky.Well, for one thing, Bard isn't a new class. It's been around since 1e.
It has always been billed as a dabbler in spells (like everything else) though still full powered caster (i.e. CL) and that it was in actuality casting either Druid or Wizard spells depending on the edition, so overlap is expected there.
For me, it's the complete opposite. I could care less about the spell list overlap. For me, it's about the fluff of the classes and the source of their powers and their mechanical differentiation that matters.
While it's nice to have a few spells here and there that are different, it's probably the least important aspect.
I believe it would be great to have a clearer design on spell lists, and I’d opt for a kind of three-layered division, in the following way:While it's nice to have a few spells here and there that are different, it's probably the least important aspect.
That was more to do with how hard it was to become a Bard more than anything else I bet.Sure, "Bard" was in 1E, at the back, and most groups IME never used it. In the decades I played 1E, I saw only ONE bard played the 1E way.
Me either. And these are the two that are best to merge IMO if you're going to do it.If people are discussing trying to merge two casters classes, I don't blame them.
The problem there is the wizard is the classic archetype of arcane magic.and dont you go giving'em to the wizard!
Indeed, class features should be the thing that differentiate classes the most. That's one of the reason I give my sorcerers spell points (merged with sorcery points) instead. It helps a lot.The problem there is the wizard is the classic archetype of arcane magic.
Not giving the wizard spells just to help differentiate the other classes is a pretty weak way of making those classes unique. sorcerer/warlock are the new kids on the arcane block and need to set themselves apart.
How they access and manipulate those magics should be what differentiates the sorcerer/warlock. I honestly think they do a good job of doing that actually with Warlocks different Pact Magic/Mystic Arcanum, short rest refresh, fixed level slots are great at this. Sorcerer's metamagic are good but I think to really make them different they could use more options at more levels and more points to use them.
The crowd (it was like 40 or 60 players) at the FLGS at the time was not very into the playtest, but before it got down to me struggling to keep one Encounters-legal playtest table going, we did get to test out the Sorcerer, and I recall getting some very positive feedback.The early playtest Sorcerer not only used a Spell Point mechanic, but had Heritage abilities that could either be activated by spending points or activated automatically after you had spent a certain number of points that day. It was more complex and unusual, but certainly give the Sorcerer a much more distinct identity in relation to the Wizard.
I didn't participate in the playtest but I have looked over some of the materials after the fact.