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New UA: 43 D&D Class Feature Variants
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<blockquote data-quote="Kurotowa" data-source="post: 7847965" data-attributes="member: 27957"><p>Not to be entirely uncharitable... but it makes me strongly suspect none of these people have <em>played</em> a Sorcerer or Warlock. I have. I played a Warlock in a 2+ year campaign and tried a Sorcerer for a few months in another one. And this change is one that has me wishing had always been available.</p><p></p><p>If you try actually playing a Sorcerer or Warlock, you'll quickly find out just how restrictive having a smaller number of locked in spells in. You can't take anything situational, you can't react to changes in location or theme, all you've got is a single spell swap the next time you level up in two or three months. It really forces you to take only the most broadly useful or universally powerful spells because you don't have room for anything else. Being able to swap out a spell every long rest would be a game changer. Situational spells for a specific adventure? Gamble on an oddball spell to see if you can make it work? Tailor your choices depending on things like party changes or magic item acquisition? Suddenly those are all options.</p><p></p><p>You want to chip away at Wizard and Cleric dominance? This is how you do it. "Theme" and "Flavor" are nonsense objections. The game changes constantly and just because something was badly designed in the past is no reason it has to remain badly designed.</p></blockquote><p></p>
[QUOTE="Kurotowa, post: 7847965, member: 27957"] Not to be entirely uncharitable... but it makes me strongly suspect none of these people have [I]played[/I] a Sorcerer or Warlock. I have. I played a Warlock in a 2+ year campaign and tried a Sorcerer for a few months in another one. And this change is one that has me wishing had always been available. If you try actually playing a Sorcerer or Warlock, you'll quickly find out just how restrictive having a smaller number of locked in spells in. You can't take anything situational, you can't react to changes in location or theme, all you've got is a single spell swap the next time you level up in two or three months. It really forces you to take only the most broadly useful or universally powerful spells because you don't have room for anything else. Being able to swap out a spell every long rest would be a game changer. Situational spells for a specific adventure? Gamble on an oddball spell to see if you can make it work? Tailor your choices depending on things like party changes or magic item acquisition? Suddenly those are all options. You want to chip away at Wizard and Cleric dominance? This is how you do it. "Theme" and "Flavor" are nonsense objections. The game changes constantly and just because something was badly designed in the past is no reason it has to remain badly designed. [/QUOTE]
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