Falling Icicle says:
I wouldn't go that far! ;-) IMC the Sorcerer has looked a little easier to play, and he's clearly better at the artillery role than the Wizard. But, as you point out, he makes up for that by having a very limited spell selection.
My contention only was that the types of spells the Sorcerer casts tend to be mostly Maximizable, while I notice our Wizard is having trouble finding three spells a day he wants to Maximize due to his tendency to have a diverse selection of spells. And that, even with the added penalty, the Sorcerer still is getting more milage out of his Maximize Rod than the Wizard.
IMC the rules seem to be working as intended. So I would be reluctant to houserule more power to the Sorcerer, who seems already to be getting the advantage from the Rod compared to the Wizard. YMMV.
Thanee says:
Oops, my bad. (I looked at the base spells column on the character sheets, not the total spells). So the Wizard should have 6/6/6 and the Sorcerer should have 8/8/8. I think my point about how hard it is to have three guaranteed Maximizable spells still stands though despite the extra two slots. Add another Haste and a Lightning Bolt to the spell list I gave, for instance.
Thanee says:
IMC this doesn't matter since both players could only sensibly afford Lesser Maximize Rods and thus can only Maximize up to 3rd level spells. Since a Normal Maximize is an impressive 54000 GP I'd expect only characters in the 17-19th level range could afford them (without hocking most of their other equipment!)
-edit-
I think this is one of the keys about the game-design and the Maximize Rods; they are intended to be used only on the lower level spells and are costed as such.
Thanee says:
IMC Sorc took Dispel, Fly, Fireball and Lightning Bolt as his 3rds I believe. These seem sensible choices considering the Sorcs strengths. He made sure he covered two of the three major elemental damage types. (I don't believe the Wizard has a truly dangerous Sonic or Acid attack, speaking of the minor types.)
But, correct me if I'm wrong, it seems to me as though your impression is that Sorcerers are better than Wizards and, as such, should suffer some extra disadvantages.
I wouldn't go that far! ;-) IMC the Sorcerer has looked a little easier to play, and he's clearly better at the artillery role than the Wizard. But, as you point out, he makes up for that by having a very limited spell selection.
My contention only was that the types of spells the Sorcerer casts tend to be mostly Maximizable, while I notice our Wizard is having trouble finding three spells a day he wants to Maximize due to his tendency to have a diverse selection of spells. And that, even with the added penalty, the Sorcerer still is getting more milage out of his Maximize Rod than the Wizard.
IMC the rules seem to be working as intended. So I would be reluctant to houserule more power to the Sorcerer, who seems already to be getting the advantage from the Rod compared to the Wizard. YMMV.
Thanee says:
Wizards (specialist wizards, mind you) do not have that fewer spell slots.
Oops, my bad. (I looked at the base spells column on the character sheets, not the total spells). So the Wizard should have 6/6/6 and the Sorcerer should have 8/8/8. I think my point about how hard it is to have three guaranteed Maximizable spells still stands though despite the extra two slots. Add another Haste and a Lightning Bolt to the spell list I gave, for instance.
Thanee says:
The wizard almost always has the same or higher number of highest spell level slots available, while lacking a bit in the slightly lower ones...
IMC this doesn't matter since both players could only sensibly afford Lesser Maximize Rods and thus can only Maximize up to 3rd level spells. Since a Normal Maximize is an impressive 54000 GP I'd expect only characters in the 17-19th level range could afford them (without hocking most of their other equipment!)
-edit-
I think this is one of the keys about the game-design and the Maximize Rods; they are intended to be used only on the lower level spells and are costed as such.
Thanee says:
It's quite unlikely, that the sorcerer even knows lightning bolt...
IMC Sorc took Dispel, Fly, Fireball and Lightning Bolt as his 3rds I believe. These seem sensible choices considering the Sorcs strengths. He made sure he covered two of the three major elemental damage types. (I don't believe the Wizard has a truly dangerous Sonic or Acid attack, speaking of the minor types.)
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