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New Sorcerer Archetype: Instinctual
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<blockquote data-quote="Cognomen's Cassowary" data-source="post: 6910383" data-attributes="member: 6801445"><p>I see three potential problems. First, you remove a knob that DMs can turn to control access to certain abilities in the story. If you don't want the PCs peeking in on the villains with clairvoyance, say that there's no prosthetics market where they can buy a glass eye in town. If you don't want them escaping the Abyss back to the material plane, say that they have nowhere to get the metal rod for plane shift. In other words, the gameplay might not be 5k GP away from breaking, but the narrative might be.</p><p></p><p>Second, I think that several of the high-cost spells are ones which the player is not intended to grab as soon as they are available, but instead when the cost is practical. Chromatic orb, for example, is prohibitive at 1st level. A PC at 3rd level, however, might have 50 GP and not much to spend it on. Chromatic orb, being a good, high-damage spell out of a first-level slot, serves in effect as an upgrade to the cheaper first-level spells. Similarly, a PC at 17th might find 5k GP restrictive, but one at 20th, having raided a few more hoards, could spend the money for gate to aid with travel or rescue Fred the Bard from banishment.</p><p></p><p>Third, you're creating a financial incentive to play one certain subclass. If the wild-magic sorcerer has to choose between the material component for chromatic orb and an explorer's pack, the intuitive gets them both. If the storm sorcerer has to make a choice between a horse or clairvoyance, the intuitive gets them both.</p><p></p><p>Edit: Oh, and the demon summons. (The UA is called That Old Black Magic - fun stuff, check it out.) Several of them call for a vial of blood harvested from an intelligent creature that died in the last twenty-four hours, and a couple consume items of at least X GP value, where the more valuable the item, the longer you control the demon. They're decidedly not meant to be cast whenever the player feels like it.</p></blockquote><p></p>
[QUOTE="Cognomen's Cassowary, post: 6910383, member: 6801445"] I see three potential problems. First, you remove a knob that DMs can turn to control access to certain abilities in the story. If you don't want the PCs peeking in on the villains with clairvoyance, say that there's no prosthetics market where they can buy a glass eye in town. If you don't want them escaping the Abyss back to the material plane, say that they have nowhere to get the metal rod for plane shift. In other words, the gameplay might not be 5k GP away from breaking, but the narrative might be. Second, I think that several of the high-cost spells are ones which the player is not intended to grab as soon as they are available, but instead when the cost is practical. Chromatic orb, for example, is prohibitive at 1st level. A PC at 3rd level, however, might have 50 GP and not much to spend it on. Chromatic orb, being a good, high-damage spell out of a first-level slot, serves in effect as an upgrade to the cheaper first-level spells. Similarly, a PC at 17th might find 5k GP restrictive, but one at 20th, having raided a few more hoards, could spend the money for gate to aid with travel or rescue Fred the Bard from banishment. Third, you're creating a financial incentive to play one certain subclass. If the wild-magic sorcerer has to choose between the material component for chromatic orb and an explorer's pack, the intuitive gets them both. If the storm sorcerer has to make a choice between a horse or clairvoyance, the intuitive gets them both. Edit: Oh, and the demon summons. (The UA is called That Old Black Magic - fun stuff, check it out.) Several of them call for a vial of blood harvested from an intelligent creature that died in the last twenty-four hours, and a couple consume items of at least X GP value, where the more valuable the item, the longer you control the demon. They're decidedly not meant to be cast whenever the player feels like it. [/QUOTE]
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