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One thing I hate about the Sorcerer
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<blockquote data-quote="EzekielRaiden" data-source="post: 9304167" data-attributes="member: 6790260"><p>I mean, if I had my druthers, yeah, I'd be there with you.</p><p></p><p></p><p>A core concept that is fundamentally not very interesting should not be a core concept in the first place. Isn't the point of offering a class at all that that class should be interesting to play?</p><p></p><p></p><p>See, I completely disagree that it makes sense as "altering and customizing" spells that exist. Instead, I see it as meaning that Wizards should have a build-your-own-spells toolkit. Such spells should never be <em>as good</em> as a spell that already exists...<em>initially</em>. You have to work on it. Perfect it. Find all the foibles and fix them. Add correction terms to the calculations. Perform perturbation analysis. Maybe do a Fourier transform to see if there are missing harmonics. (I could regurgitate more random math/physics terms here but I think you get the point.)</p><p></p><p>Wizards shouldn't be cribbing in the margins, making tiny changes to <em>someone else's</em> work. They should be, as I said, pushing the frontiers of magic. That's what they do; that's what they live for. Let the Sorcerers and Warlocks be stuck with whatever spells their biology or sugar-parent saw fit to endow them with; the Wizard <em>creates her own power</em>.</p><p></p><p></p><p>Oh, you won't hear any argument from me on that front either. But therein lies the rub: traditionalism is actively in conflict with developing better, more interesting, more worthwhile flavor. You'll <em>never</em> get an alternative that doesn't have at least 30% of fans committed and aggressively opposed to <em>some</em> part of it, and that unity will ensure its downfall in the 5e playtesting space.</p><p></p><p></p><p>I genuinely adore the 4e Sorcerer as a mechanical structure (it's a rock-solid "simple damage-dealer" design with interesting mechanics in each "subclass" in 5e terms), and if there were a way to merge it with the D&D Next playtest version, it would instantly become my second-favorite class ever (after Paladin, natch.) The whole transform-into-your-sorcerous-soul thing was just <em>oozing</em> with flavor, and I'm still just....angry and disappointed that it got completely and totally canned, never to even be looked at again, because a vocal minority didn't like that it was too different from 3e, <em>an edition where Sorcerers weren't great</em>.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9304167, member: 6790260"] I mean, if I had my druthers, yeah, I'd be there with you. A core concept that is fundamentally not very interesting should not be a core concept in the first place. Isn't the point of offering a class at all that that class should be interesting to play? See, I completely disagree that it makes sense as "altering and customizing" spells that exist. Instead, I see it as meaning that Wizards should have a build-your-own-spells toolkit. Such spells should never be [I]as good[/I] as a spell that already exists...[I]initially[/I]. You have to work on it. Perfect it. Find all the foibles and fix them. Add correction terms to the calculations. Perform perturbation analysis. Maybe do a Fourier transform to see if there are missing harmonics. (I could regurgitate more random math/physics terms here but I think you get the point.) Wizards shouldn't be cribbing in the margins, making tiny changes to [I]someone else's[/I] work. They should be, as I said, pushing the frontiers of magic. That's what they do; that's what they live for. Let the Sorcerers and Warlocks be stuck with whatever spells their biology or sugar-parent saw fit to endow them with; the Wizard [I]creates her own power[/I]. Oh, you won't hear any argument from me on that front either. But therein lies the rub: traditionalism is actively in conflict with developing better, more interesting, more worthwhile flavor. You'll [I]never[/I] get an alternative that doesn't have at least 30% of fans committed and aggressively opposed to [I]some[/I] part of it, and that unity will ensure its downfall in the 5e playtesting space. I genuinely adore the 4e Sorcerer as a mechanical structure (it's a rock-solid "simple damage-dealer" design with interesting mechanics in each "subclass" in 5e terms), and if there were a way to merge it with the D&D Next playtest version, it would instantly become my second-favorite class ever (after Paladin, natch.) The whole transform-into-your-sorcerous-soul thing was just [I]oozing[/I] with flavor, and I'm still just....angry and disappointed that it got completely and totally canned, never to even be looked at again, because a vocal minority didn't like that it was too different from 3e, [I]an edition where Sorcerers weren't great[/I]. [/QUOTE]
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One thing I hate about the Sorcerer
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