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<blockquote data-quote="Chaosmancer" data-source="post: 8096935" data-attributes="member: 6801228"><p>Ah, starting off with accusations of failure to read. An excellent start to a civil discussion.</p><p></p><p>Spell versatility is a level 1 class feature. So multi-classing sorcerer gets you that feature. This makes your line of thought useless too.</p><p></p><p>More constructively, ASI's are not a cheap resource to burn. So that is not an insignifgant cost for the sorcerer. Additionally, people have made it very clear how burdensome writing new spells into a ritual book is. Making the wizard "obsolete" takes quite a lot of effort on the part of the sorcerer.</p><p></p><p>Meanwhile, my comparison was base to base. Not base to base + feat + infinite time and resources.</p><p></p><p></p><p></p><p></p><p>Congrats. I homebrewed the fighter's level 20 capstone. That has just about the same level of relevance to my point as your homebrew.</p><p></p><p></p><p></p><p>I don't assume you made them blindly, but I immediately see some questions about your methodology.</p><p></p><p>1) You ran four test games, but they are all adventures you all know well. This gives an information advantage when rebuilding the character.</p><p></p><p>2) What is "Expected Prep time"? Did they get a week to prepare? Were there any random encounters during that time? Because a sorcerer might want to hang on to a spell for potential encounters. Meanwhile, your players knew all the encounters coming at them.</p><p></p><p>How much information do the players have about the adventure, the enemies, and the traps?</p><p></p><p>Because, if your test gives them even 80% of the available information then you have a character with the ability to tailor their spells and very few unknown variables to account for. Of course that is powerful.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8096935, member: 6801228"] Ah, starting off with accusations of failure to read. An excellent start to a civil discussion. Spell versatility is a level 1 class feature. So multi-classing sorcerer gets you that feature. This makes your line of thought useless too. More constructively, ASI's are not a cheap resource to burn. So that is not an insignifgant cost for the sorcerer. Additionally, people have made it very clear how burdensome writing new spells into a ritual book is. Making the wizard "obsolete" takes quite a lot of effort on the part of the sorcerer. Meanwhile, my comparison was base to base. Not base to base + feat + infinite time and resources. Congrats. I homebrewed the fighter's level 20 capstone. That has just about the same level of relevance to my point as your homebrew. I don't assume you made them blindly, but I immediately see some questions about your methodology. 1) You ran four test games, but they are all adventures you all know well. This gives an information advantage when rebuilding the character. 2) What is "Expected Prep time"? Did they get a week to prepare? Were there any random encounters during that time? Because a sorcerer might want to hang on to a spell for potential encounters. Meanwhile, your players knew all the encounters coming at them. How much information do the players have about the adventure, the enemies, and the traps? Because, if your test gives them even 80% of the available information then you have a character with the ability to tailor their spells and very few unknown variables to account for. Of course that is powerful. [/QUOTE]
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