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[NABAIS] Commonly shared gripes about D&D
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<blockquote data-quote="Achan hiArusa" data-source="post: 224934" data-attributes="member: 2597"><p><strong>The Sorcerer</strong></p><p></p><p>Yes, I like the new D&D with its consistent rules set, though I do admit I end up playing more d20 games than I do D&D</p><p></p><p>Here is an article I sent into scalemail (which they will probably never print):</p><p></p><p>Are the Sorcerer and the Wizard Balanced with each other?</p><p></p><p>It seems that every class got a power boost. Rogues are more skilled than 2nd edition thieves, and a 20th level rogue can do more than triple the damage with a dagger on a sneak attack that a 2nd edition 20th thief could do on a backstab (and that doesn?t include the new class features). A 3rd edition fighter doesn?t have to sacrifice all of his skills (or NWPs) to be a fantastically skilled fighter. Clerics get more spells per day and more granted powers, and the list goes on. However, the wizard?s gain in power is modest, because of the belief that he was far more powerful than the other classes. But by comparing him with the sorcerer his power looks even more modest, which I will prove by the following analysis:</p><p></p><p>Category Sorcerer Wizard Bonus Justification</p><p>Arcane Preparation no yes -1 Arcane Preparation Feat</p><p>Bonus Feats 0 5 -5 Bonus Feats</p><p>Bonus Languages none Draconic -1 -</p><p>No Spell Book yes no +8 Spell Mastery Feat</p><p>Simple Weapons all some +1 Simple Weapon Feat</p><p>Spells Known 43 60 -17 Extra Spell Feat</p><p>Spells per Day 60 40 +20 Extra Slot Feat</p><p>Spontaneous Casting yes no +43 Signature Spell Feat</p><p>Grand Total - - +48 -</p><p>Note: If the number in the bonus column is negative then the wizard has the advantage. If it is positive then the sorcerer has the advantage. Most of the Feats mentioned above and below can be found in the Forgotten Realms Campaign Setting or Tome & Blood.</p><p></p><p>Arcane Preparation: This is based on the Arcane Preparation Feat.</p><p>Bonus Feats: This is just straight up the number of bonus feats the character gets.</p><p>Bonus Languages (PH pg. 54): I just made this cost one feat for argument sake.</p><p>No Spell Book: Sorcerers are walking virtual spell books, while a wizard have to lug one around and </p><p>read it as they go. This assumes a sorcerer would get six spells per use of Spell Mastery.</p><p>Spells Known: This is how many spells a 20th level character of both classes knows. This assumes a </p><p>wizard has a maximum intelligence for a core race (23) and is justified by the Extra Spell feat (one </p><p>spell per feat).</p><p>Spells per Day: This is the number of spells per day both classes can cast. The sorcerer can cast 20 more </p><p>spells per day than a wizard. Each one of these is counted as one feat based on the extra slot feat, </p><p>though that feat works a little differently (it is more flexible with lower level spells and cannot be </p><p>used with the character?s highest spell level).</p><p>Spontaneous Casting: Sorcerers do not have to prepare spells. Thus they have the equivalent of the </p><p>Signature Spell feat for each and every spell that they know.</p><p>And the winner is: the sorcerer by a staggering 48 feats.</p><p></p><p>How can we fix this 48 feat gap (no pun intended)? The wizard could be give 48 extra spells 1st to 20th level (giving an extra 2.4 spells per level for a total of 4 or 5 spells per level). However I believe that some class features that increase campaign color could be added from other games in the d20 system (namely Wheel of Time and Oriental Adventures). </p><p></p><p>Fixes Sorcerer Wizard Bonus Source</p><p>Block yes no -6 Wheel of Time</p><p>Madness yes no -6 Wheel of Time</p><p>Minimum Spells per Level no yes -10 1st Edition AD&D</p><p>Slow Aging no yes -18 Wheel of Time</p><p>Spell Secret no yes -8 Oriental Adventures</p><p>New Total - - 0 -</p><p></p><p>Block: The sorcerer has a block as a female wilder (no matter what the sex the D&D character is). The description of a block can be found on page 60 of Wheel of Time. The sorcerer would receive Composure as a class skill (page 86 of Wheel of Time) and would be eligible to buy the Eliminate Block feat at 3rd or higher level (see Wheel of Time page 92).</p><p>Madness: Madness is described in Wheel of Time pages 53 and 210. For an unlucky roller it would require six mental stability feats for the character to be totally sane. The mental stability feat can be found on page 94 of Wheel of Time.</p><p>Minimum Spells per Level: A wizard gets 1 + Int bonus spells at 2nd and higher levels. This will give the character the same number of minimum spells that his 1st edition counterpart had. I counted it as 10 feats to make a round number. If this seems too low, read the section on Sorcerers in Oriental Adventures </p><p>under Game Rule Information: (pages 30) about mixing Wu Jen spells and Wizard/Sorcerer spells. This probably applies to normal campaigns also (whereas a wizard would have to travel there, learn the language, and earn the trust of a foreign spellcaster).</p><p>Slow Aging: The wizard ages slowly as per Wheel of Time, page 54. This fits very well in with the Forgotten Realms with centuries old wizards wandering about. I treated each 50% reduction in age as a single feat (though a single 50% is still more powerful than a feat, but doesn?t really affect game play unless the character is hit by an aging attack). Careful, controlled use of arcane magic can extend the lifespan. This includes study and preparation of spells before casting them. Spontaneous casting is harmful. Bards avoid this because they are minor spell casters and don?t use enough power to seriously hurt themselves (the music they use to cast there spells may also play a factor), but they do enough to cancel the slow aging effect. Sorcerers however, channel too much energy, too carelessly thus madly driving themselves into an early grave.</p><p>Spell Secret: This ability is described in Oriental Adventures, page 31. The character would get these at the same level as a Wu Jen. I counted each spell secret as a full feat and added the four feats listed as two feats (since they are limited much like a ranger?s virtual feats).</p><p></p><p></p><p>These are simple fixes and balance the two classes with each other. In game play, it does not seem to make the wizard significantly more powerful than the other classes.</p></blockquote><p></p>
[QUOTE="Achan hiArusa, post: 224934, member: 2597"] [b]The Sorcerer[/b] Yes, I like the new D&D with its consistent rules set, though I do admit I end up playing more d20 games than I do D&D Here is an article I sent into scalemail (which they will probably never print): Are the Sorcerer and the Wizard Balanced with each other? It seems that every class got a power boost. Rogues are more skilled than 2nd edition thieves, and a 20th level rogue can do more than triple the damage with a dagger on a sneak attack that a 2nd edition 20th thief could do on a backstab (and that doesn?t include the new class features). A 3rd edition fighter doesn?t have to sacrifice all of his skills (or NWPs) to be a fantastically skilled fighter. Clerics get more spells per day and more granted powers, and the list goes on. However, the wizard?s gain in power is modest, because of the belief that he was far more powerful than the other classes. But by comparing him with the sorcerer his power looks even more modest, which I will prove by the following analysis: Category Sorcerer Wizard Bonus Justification Arcane Preparation no yes -1 Arcane Preparation Feat Bonus Feats 0 5 -5 Bonus Feats Bonus Languages none Draconic -1 - No Spell Book yes no +8 Spell Mastery Feat Simple Weapons all some +1 Simple Weapon Feat Spells Known 43 60 -17 Extra Spell Feat Spells per Day 60 40 +20 Extra Slot Feat Spontaneous Casting yes no +43 Signature Spell Feat Grand Total - - +48 - Note: If the number in the bonus column is negative then the wizard has the advantage. If it is positive then the sorcerer has the advantage. Most of the Feats mentioned above and below can be found in the Forgotten Realms Campaign Setting or Tome & Blood. Arcane Preparation: This is based on the Arcane Preparation Feat. Bonus Feats: This is just straight up the number of bonus feats the character gets. Bonus Languages (PH pg. 54): I just made this cost one feat for argument sake. No Spell Book: Sorcerers are walking virtual spell books, while a wizard have to lug one around and read it as they go. This assumes a sorcerer would get six spells per use of Spell Mastery. Spells Known: This is how many spells a 20th level character of both classes knows. This assumes a wizard has a maximum intelligence for a core race (23) and is justified by the Extra Spell feat (one spell per feat). Spells per Day: This is the number of spells per day both classes can cast. The sorcerer can cast 20 more spells per day than a wizard. Each one of these is counted as one feat based on the extra slot feat, though that feat works a little differently (it is more flexible with lower level spells and cannot be used with the character?s highest spell level). Spontaneous Casting: Sorcerers do not have to prepare spells. Thus they have the equivalent of the Signature Spell feat for each and every spell that they know. And the winner is: the sorcerer by a staggering 48 feats. How can we fix this 48 feat gap (no pun intended)? The wizard could be give 48 extra spells 1st to 20th level (giving an extra 2.4 spells per level for a total of 4 or 5 spells per level). However I believe that some class features that increase campaign color could be added from other games in the d20 system (namely Wheel of Time and Oriental Adventures). Fixes Sorcerer Wizard Bonus Source Block yes no -6 Wheel of Time Madness yes no -6 Wheel of Time Minimum Spells per Level no yes -10 1st Edition AD&D Slow Aging no yes -18 Wheel of Time Spell Secret no yes -8 Oriental Adventures New Total - - 0 - Block: The sorcerer has a block as a female wilder (no matter what the sex the D&D character is). The description of a block can be found on page 60 of Wheel of Time. The sorcerer would receive Composure as a class skill (page 86 of Wheel of Time) and would be eligible to buy the Eliminate Block feat at 3rd or higher level (see Wheel of Time page 92). Madness: Madness is described in Wheel of Time pages 53 and 210. For an unlucky roller it would require six mental stability feats for the character to be totally sane. The mental stability feat can be found on page 94 of Wheel of Time. Minimum Spells per Level: A wizard gets 1 + Int bonus spells at 2nd and higher levels. This will give the character the same number of minimum spells that his 1st edition counterpart had. I counted it as 10 feats to make a round number. If this seems too low, read the section on Sorcerers in Oriental Adventures under Game Rule Information: (pages 30) about mixing Wu Jen spells and Wizard/Sorcerer spells. This probably applies to normal campaigns also (whereas a wizard would have to travel there, learn the language, and earn the trust of a foreign spellcaster). Slow Aging: The wizard ages slowly as per Wheel of Time, page 54. This fits very well in with the Forgotten Realms with centuries old wizards wandering about. I treated each 50% reduction in age as a single feat (though a single 50% is still more powerful than a feat, but doesn?t really affect game play unless the character is hit by an aging attack). Careful, controlled use of arcane magic can extend the lifespan. This includes study and preparation of spells before casting them. Spontaneous casting is harmful. Bards avoid this because they are minor spell casters and don?t use enough power to seriously hurt themselves (the music they use to cast there spells may also play a factor), but they do enough to cancel the slow aging effect. Sorcerers however, channel too much energy, too carelessly thus madly driving themselves into an early grave. Spell Secret: This ability is described in Oriental Adventures, page 31. The character would get these at the same level as a Wu Jen. I counted each spell secret as a full feat and added the four feats listed as two feats (since they are limited much like a ranger?s virtual feats). These are simple fixes and balance the two classes with each other. In game play, it does not seem to make the wizard significantly more powerful than the other classes. [/QUOTE]
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