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On whether sorcerers and wizards should be merged or not, (they shouldn't)
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<blockquote data-quote="Ashrym" data-source="post: 7917795" data-attributes="member: 6750235"><p>[USER=93670]@tetrasodium[/USER]</p><p></p><p>It does not matter which level a person compares. A wizard will definitely have access to more spells than the sorcerer. That's not disputable.</p><p></p><p>The "best spells" is a bit misleading because spell prep allows for using those situational spells that a sorcerer would not be likely to learn. If you want a stand out spell then <em>rope trick </em>comes to mind. <em>Alarm, Tasha's, Find Familiar, </em>and <em>Leomund's Tiny Hut</em> are examples of good spells sorcerers cannot take as well. </p><p></p><p>Having said that, people do have their own ideas on what the "best spells" are and they do take them. Then the wizards take a few more. ;-)</p><p></p><p>Spells are also ranked by spell level to determine rough power levels for each spell at a given level. It's not that one spell is meant to be more powerful than another so much as used at a different time than another. That means the wizard's larger tool box can come into play in more scenarios for more situational advantages.</p><p></p><p>[USER=6920677]@Todd Roybark[/USER] </p><p></p><p>Players are looking for improvements for the sorcerer in order to create variety in the build options and thematics. It's not to add power. Wizards do not need that because they started with a lot of school based subclasses and are clearly tied to books and lore. There's no need to give wizards something just because Sorcerers get something in an aspect of play that's simply catching up.</p><p></p><p>I can make a sorcerer that adventures just fine. Metamagic creates that level of satisfaction and in this edition it's definitely a sorcerer trait. Wanting it to be a wizard trait because bonus feats built that perception in the past is actually an appeal to tradition. That perception neither proves nor disproves anything. It's needed now because sorcerers were included in this system (presumably based on a long Next playtest and feed back) and needed a mechanic worth applying to the class.</p><p></p><p>Changes to sorcerers are more about building on the identity than actually competition with wizards even though that's often something brought up in arguments as justification. That's why sorcerer unique spells get mentioned or more ways to use sorcery points even though they are still based on competition for the same limited resources.</p></blockquote><p></p>
[QUOTE="Ashrym, post: 7917795, member: 6750235"] [USER=93670]@tetrasodium[/USER] It does not matter which level a person compares. A wizard will definitely have access to more spells than the sorcerer. That's not disputable. The "best spells" is a bit misleading because spell prep allows for using those situational spells that a sorcerer would not be likely to learn. If you want a stand out spell then [I]rope trick [/I]comes to mind. [I]Alarm, Tasha's, Find Familiar, [/I]and [I]Leomund's Tiny Hut[/I] are examples of good spells sorcerers cannot take as well. Having said that, people do have their own ideas on what the "best spells" are and they do take them. Then the wizards take a few more. ;-) Spells are also ranked by spell level to determine rough power levels for each spell at a given level. It's not that one spell is meant to be more powerful than another so much as used at a different time than another. That means the wizard's larger tool box can come into play in more scenarios for more situational advantages. [USER=6920677]@Todd Roybark[/USER] Players are looking for improvements for the sorcerer in order to create variety in the build options and thematics. It's not to add power. Wizards do not need that because they started with a lot of school based subclasses and are clearly tied to books and lore. There's no need to give wizards something just because Sorcerers get something in an aspect of play that's simply catching up. I can make a sorcerer that adventures just fine. Metamagic creates that level of satisfaction and in this edition it's definitely a sorcerer trait. Wanting it to be a wizard trait because bonus feats built that perception in the past is actually an appeal to tradition. That perception neither proves nor disproves anything. It's needed now because sorcerers were included in this system (presumably based on a long Next playtest and feed back) and needed a mechanic worth applying to the class. Changes to sorcerers are more about building on the identity than actually competition with wizards even though that's often something brought up in arguments as justification. That's why sorcerer unique spells get mentioned or more ways to use sorcery points even though they are still based on competition for the same limited resources. [/QUOTE]
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