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<blockquote data-quote="DND_Reborn" data-source="post: 8097138" data-attributes="member: 6987520"><p>Ok, for anyone who fails to see the potential this gives a Sorcerer (or other Known-Spell casters to a point), consider this...</p><p></p><p>A Sorcerer 5 with 6 known spells with just the PHB alone has 60+ spells to choose from for levels 1-3. With less than one week of long rests to prepare for different scenarios/adventures/challenges (not unreasonable unless you play time-crunch missions a lot, not common IME), you could do the following (and many more combinations...):</p><p></p><p>Defensive Build-Relying on Cantrips for Offense:</p><ul> <li data-xf-list-type="ul">Mage Armor</li> <li data-xf-list-type="ul">Shield</li> <li data-xf-list-type="ul">Blur</li> <li data-xf-list-type="ul">Mirror Image</li> <li data-xf-list-type="ul">Blink</li> <li data-xf-list-type="ul">Lightning Bolt</li> </ul><p>Infiltration or Social Encounters:</p><ul> <li data-xf-list-type="ul">Charm Person</li> <li data-xf-list-type="ul">Disguise Self</li> <li data-xf-list-type="ul">Darkvision</li> <li data-xf-list-type="ul">Invisibility</li> <li data-xf-list-type="ul">Suggestion</li> <li data-xf-list-type="ul">Gaseous Form</li> </ul><p>Exploration adventure:</p><ul> <li data-xf-list-type="ul">Feather Fall</li> <li data-xf-list-type="ul">Detect Magic</li> <li data-xf-list-type="ul">Enhance Ability</li> <li data-xf-list-type="ul">Spider Climb</li> <li data-xf-list-type="ul">Fly</li> <li data-xf-list-type="ul">Water Breathing</li> </ul><p>Hold the Fort/ Repel Attackers (120-150 feet range, 90 feet for sleep)</p><ul> <li data-xf-list-type="ul">Fog Cloud</li> <li data-xf-list-type="ul">Magic Missile</li> <li data-xf-list-type="ul">Sleep</li> <li data-xf-list-type="ul">Scorching Ray</li> <li data-xf-list-type="ul">Fireball</li> <li data-xf-list-type="ul">Sleet Storm</li> </ul><p>A Wizard 5 would have learned 14 spells minimum, maybe 20 by level 5 if the DM is nice at all. The above selections for Sorcerer shows 24 unique spells (no repeats). The Wizard has to pay for the extra spells as well, which to get the extra 10 for 24 total would cost about 1300 gp (a lot IME for level 5 PCs). And runs the risk of losing their spellbook and having to pay for a whole new one!</p><p></p><p>Sorcerers et. al don't have to worry about such things, of course. And don't forget the metamagics and other class features known-spell casters bring to the table. </p><p></p><p>So, given the above examples, which I came up with easily, how can you <em>honestly</em> tell me this feature doesn't make Sorcerers (and the others) <em>more</em> versatile than Wizards? Seriously. If you still think that, you're fooling yourself.</p><p></p><p>Unless you run time-sensitive adventures all the time, you could easily see a lot of such shenanigans.</p></blockquote><p></p>
[QUOTE="DND_Reborn, post: 8097138, member: 6987520"] Ok, for anyone who fails to see the potential this gives a Sorcerer (or other Known-Spell casters to a point), consider this... A Sorcerer 5 with 6 known spells with just the PHB alone has 60+ spells to choose from for levels 1-3. With less than one week of long rests to prepare for different scenarios/adventures/challenges (not unreasonable unless you play time-crunch missions a lot, not common IME), you could do the following (and many more combinations...): Defensive Build-Relying on Cantrips for Offense: [LIST] [*]Mage Armor [*]Shield [*]Blur [*]Mirror Image [*]Blink [*]Lightning Bolt [/LIST] Infiltration or Social Encounters: [LIST] [*]Charm Person [*]Disguise Self [*]Darkvision [*]Invisibility [*]Suggestion [*]Gaseous Form [/LIST] Exploration adventure: [LIST] [*]Feather Fall [*]Detect Magic [*]Enhance Ability [*]Spider Climb [*]Fly [*]Water Breathing [/LIST] Hold the Fort/ Repel Attackers (120-150 feet range, 90 feet for sleep) [LIST] [*]Fog Cloud [*]Magic Missile [*]Sleep [*]Scorching Ray [*]Fireball [*]Sleet Storm [/LIST] A Wizard 5 would have learned 14 spells minimum, maybe 20 by level 5 if the DM is nice at all. The above selections for Sorcerer shows 24 unique spells (no repeats). The Wizard has to pay for the extra spells as well, which to get the extra 10 for 24 total would cost about 1300 gp (a lot IME for level 5 PCs). And runs the risk of losing their spellbook and having to pay for a whole new one! Sorcerers et. al don't have to worry about such things, of course. And don't forget the metamagics and other class features known-spell casters bring to the table. So, given the above examples, which I came up with easily, how can you [I]honestly[/I] tell me this feature doesn't make Sorcerers (and the others) [I]more[/I] versatile than Wizards? Seriously. If you still think that, you're fooling yourself. Unless you run time-sensitive adventures all the time, you could easily see a lot of such shenanigans. [/QUOTE]
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