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General Tabletop Discussion
*Dungeons & Dragons
On whether sorcerers and wizards should be merged or not, (they shouldn't)
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<blockquote data-quote="DEFCON 1" data-source="post: 7914570" data-attributes="member: 7006"><p>I'm not a fan of sorcerers for the simple fact that I think they have much less compelling stories attached to them. Say what you will about warlocks... but the connection between the warlock and their patron is rife with potential story. Does the warlock like the patron? Did they make the pact accidentally? Does the patron take an active hand in the warlock's day-to-day life? What happens when the warlock makes a break from the patron? Is the warlock willing to compromise their ideals for the power they receive? All these stories come out of the class.</p><p></p><p>Stories for wizards are not <em>as</em> compelling to me, but there's still more story potential. Wizards strive to master their magic. Wizards go out searching for new magics to learn. Wizards can see themselves as second-class citizens because they have to really work at gaining and mastering magic, rather than just having it handed to them like clerics, druids, and warlocks do. And also quite frankly the Wizard class just has a status within the game of D&D that makes them considered to be the most powerful people on any planet, so wizards are constantly striving to reach that potential. So that is rife with story potential too.</p><p></p><p>But the sorcerer? I'm like... eh? They get magic <em>just because</em>. They don't have to DO anything for it, they just get to throw spells around. All the other classes actually have to do things to gain their magical ability-- study and learn, worship or make deals with powerful entities and be their representatives, give of themselves to nature, study and master music. Those are things that to me generate potential story and interesting ideas and characterizations, whereas having magic just for the sake of it doesn't really do much for me.</p><p></p><p>I think it says a lot that one of the reasons mutants were invented in comic books was so that the writers (IE Stan Lee) no longer had to think up reasons how/why someone gained super powers, the characters could be super-powered for no reason whatsoever. It was him saying "I don't want to create story, I just want it to happen." And the sorcerer to me matches that ethos. Now yes... at least for the first two subclasses that were in the PHB (the wild mage and the draconic sorcerer) you had <em>potential</em> story implications with one sorcerer being unable to control their power, they other having essentially a "draconic patron" that could come into play down the road. But the other ones? You were granted storm powers with no drawbacks or connection to anyone else. Or shadow powers for no actionable reason. Or divine healing powers that require nothing on your part to gain, hold, or do... you just get to have them.</p><p></p><p>Now yes... I know others find the whole "I have magic inside of me!" idea to be the best story potential of them all... but I just don't see it the same way. To me it's too insular and too personal a story that just doesn't hold up as part of a group adventure game. And this is especially true when the sorcerer stands next to the cleric, wizard, or warlock and they are all the same level. Those three are having to work and do stuff within the world to access their power, and the sorcerer can just stand there smirking and staring at their fingernails-- knowing they are just as powerful as those three and giving up absolutely nothing. Nope... I just don't particular find it interesting.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 7914570, member: 7006"] I'm not a fan of sorcerers for the simple fact that I think they have much less compelling stories attached to them. Say what you will about warlocks... but the connection between the warlock and their patron is rife with potential story. Does the warlock like the patron? Did they make the pact accidentally? Does the patron take an active hand in the warlock's day-to-day life? What happens when the warlock makes a break from the patron? Is the warlock willing to compromise their ideals for the power they receive? All these stories come out of the class. Stories for wizards are not [I]as[/I] compelling to me, but there's still more story potential. Wizards strive to master their magic. Wizards go out searching for new magics to learn. Wizards can see themselves as second-class citizens because they have to really work at gaining and mastering magic, rather than just having it handed to them like clerics, druids, and warlocks do. And also quite frankly the Wizard class just has a status within the game of D&D that makes them considered to be the most powerful people on any planet, so wizards are constantly striving to reach that potential. So that is rife with story potential too. But the sorcerer? I'm like... eh? They get magic [I]just because[/I]. They don't have to DO anything for it, they just get to throw spells around. All the other classes actually have to do things to gain their magical ability-- study and learn, worship or make deals with powerful entities and be their representatives, give of themselves to nature, study and master music. Those are things that to me generate potential story and interesting ideas and characterizations, whereas having magic just for the sake of it doesn't really do much for me. I think it says a lot that one of the reasons mutants were invented in comic books was so that the writers (IE Stan Lee) no longer had to think up reasons how/why someone gained super powers, the characters could be super-powered for no reason whatsoever. It was him saying "I don't want to create story, I just want it to happen." And the sorcerer to me matches that ethos. Now yes... at least for the first two subclasses that were in the PHB (the wild mage and the draconic sorcerer) you had [I]potential[/I] story implications with one sorcerer being unable to control their power, they other having essentially a "draconic patron" that could come into play down the road. But the other ones? You were granted storm powers with no drawbacks or connection to anyone else. Or shadow powers for no actionable reason. Or divine healing powers that require nothing on your part to gain, hold, or do... you just get to have them. Now yes... I know others find the whole "I have magic inside of me!" idea to be the best story potential of them all... but I just don't see it the same way. To me it's too insular and too personal a story that just doesn't hold up as part of a group adventure game. And this is especially true when the sorcerer stands next to the cleric, wizard, or warlock and they are all the same level. Those three are having to work and do stuff within the world to access their power, and the sorcerer can just stand there smirking and staring at their fingernails-- knowing they are just as powerful as those three and giving up absolutely nothing. Nope... I just don't particular find it interesting. [/QUOTE]
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