OK we know the Sorcerer is Broken, How would you fix him


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I know this is not the place to debate whether sorcerers are broken or got the shaft, but put me down as disagreeing with the premise. Before I played one, I too thought they were a bit underpowered, but my sorcerer just hit 10th level and I am pretty pleased.

In my opinion, what the sorcerer needs is not a power up, but instead it needs something more to distinguish it from the wizard class. Eschew Materials for free makes a lot of sense, and in most campaigns would have little effect other than flavor.

Additionally, I think letting the sorcerer trade his familiar for another feat is a good idea.

Just about any sorcerer I play will always have a decent INT and/or be human, to make up for the lack of skill points. I don't know if that makes this a flaw in the class itself, or is just an effect of my love of skills.
 

I totally agree with you there, JB, and in my experience (which includes playing both specialist wizards (never played a generalist, tho) and sorcerers from low to moderate/high levels in both 3.0 and 3.5) it's also that the sorcerer does not have to hide behind the wizard. They just lack a little "something" (like a few more skills) to make the class more interesting. And their biggest downside is, that they only know a single spell of their new spell level, when they get them. Two wouldn't be too unreasonable there, just to have some choice... heck, even the bard gets two initially, and that's when they do not even have a base slot to cast them. :D

Besides, the whole thread belongs to house rules, anyways. ;)

Bye
Thanee
 

Nonono. The bard already got the shaft :)

I always loved to see the bard as knowing more spells and casting less than a sorcerer... but well.

I agree that the sorcerer isn't too weak ... but he lacks style. Flavor. Taste.
 


I don't think the sorcerer is weak, but I agree that it is missing a little something. I allow my sorcerer players to select an intermediate dragon bloodline from Unearthed Arcana for free.

Favored Soul characters get the intermediate Celestial bloodline for free.
 

Things I changed for my campaign:

* Sorcerers cast using the spell point system from Unearthed Arcana (including the scaling rules)
* A sorcerer who has run out of spell points may attempt to cast anyway, making a Concentration roll, DC=(20 + 2 x spell level). Failure on this roll results in both damage and subdual damage equal to the spell level attempted.
* Improved Eschew Materials (the eschew materials system from BOEMII)
* Bloodlines from Arcana Unearthed are used. Sorcerers who choose a bloodline gain spell points (but not spells known) on their bloodline levels in addition to whatever else they gain.
* All characters in my campaign get a Talent from Monte Cook's Arcana Unearthed. Sorcerers may choose one of the bloodline feats from Dragon #311 (gives a bonus spell known at each level in exchange for a list of restricted spells) as their talent. Sorcerers who also have a bloodline must take the feat appropriate to the bloodline, if it exists and they want to take a bloodline feat.
 

Unashamed plug: A follow up to my article in Dragon #311 is forthcoming in Dragon #325, adding more bloodlines for the sorcerer.
I am currently working on a campaign setting with a friend, and I am going to argue for Free Eskew Materials and a Bloodline Feat in place of a Familiar. We have already decided to allow the Battle Sorcerer variant.
 
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d6 hit die (natural ability=no need for a frail d4)
eschew materials for free, although i'd like to make the value greater than 1 gp. what's in the improved version?
plus with the mana system from s&s' adv. pl. guide, sorcerers get way more mana. but this also works IMC to keep people wary of magic--better to trust the guy studying in the tower (wiz) than the flashy, debonair one cruising the countryside, causing trouble (sor).
 

Stormborn said:
Unashamed plug: A follow up to my article in Dragon #311 is forthcoming in Dragon #325, adding more bloodlines for the sorcerer.
I am currently working on a campaign setting with a friend, and I am going to argue for Free Eskew Materials and a Bloodline Feat in place of a Familiar. We have already decided to allow the Battle Sorcerer variant.

That sounds like a neat variant. But flavor-wise, it seems to me familiars are more appropriate for sorcerers. Hmmm.

Eschew materials is a flavor bit for most practical purposes (so long as it applies for non-priced components.) Notice how in the SRD, they don't even mention what specific components are, just their price (if >= 1 gp)?
 

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