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Please someone explain to me
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<blockquote data-quote="MoonSong" data-source="post: 6423982" data-attributes="member: 6689464"><p>Why should I want to have an attack cantrip in the first place? how do you feel more magical, frying kobolds or doing something more special?</p><p></p><p></p><p></p><p>This works on a DM by DM basis, but how about adventure league? or encounters? Why should I negotiate with every DM one thing that should be by legacy alone?</p><p></p><p></p><p>When I DM I start my games at 8th level, I give an extra feat, tons of gold, no multiclass restrictions, and allow them to buy magic items... Still not helping when I am the one playing.</p><p></p><p></p><p>IMO the distinction with warlocks is already clear enough, they are the ones wearing armor and with more hitpoints, and who can keep going for longer. And sorcerers have always been gishy one way or another. It was only in 4e where they became only blasters, and even then they still were gishy, if in a skirmishy way.</p><p></p><p></p><p>But Why make them only blasters? there is more to the sorcerer class than only blasting. Of course they will never be swiss army knives, they had never been. But they used to be very flexible specialized tools, you wouldn't be a solve-it-all magic box -though I've seen some sorcerers played like that-, but you were instead a magical something in a way no wizard could ever hope: a magical thief, a magical conman, a magical explorer, a magical diplomat, a magical warrior. Having simple weapons to fall on helped you to not have to focus too many resources on combat. As a sorcerer you picked a niche and ran with it. Now you don't have the spells known, or the spell list, or the weapons to fill a niche that well, and given the changes to the wizard they now can run with your niche and still do other things, and do something different the next day. </p><p></p><p></p><p></p><p>I wouldn't call being a blaster "a unique identity" -and lacking some means to energy mode spells is a strike versus this identity-, the very first wizard school was all about blasting. Again I don't want sorcerers to be like wizards, all I want them is to be like sorcerers, to have the ability to pick a niche, run with it, and being good at it without someone else casually dabbling into my niche and being better at it while still being able to do way more at the same time. Currently the sorcerer isn't very good at it, first the lack of weapons forces you to dedicate your few spells to blasting, so you cannot freely pick a niche, then your spell choices are very limited, hindering your ability to be good at a niche, then a wizard who prepared the right spells today can fill your niche, be better at it than you, and still have room to spare to do more stuff -because ritual casting-. If you want to be a niche caster, you now necessarily have to multiclass three levels into bard or warlock. </p><p></p><p></p><p>See up there again, when I DM, I'm a tinkering Monty Haul that likes to say yes all the time. But it helps not and means nothing when I'm a player -the moment I'm more concerned with classes-, and of course not in Adventure League or Encounters or in Conventions. </p><p></p><p></p><p></p><p>Because as a concept it is entirely flexible. A sorcerer is someone mundane who gets to be magical at the same time. Unlike the wizards or warlocks who imply magic is this impossible and hard thing you have to bargain for or dedicate your whole life to, being a sorcerer has no strings attached, it is a way to have a magical character without it being overwhelmed by a strict and strong flavor and have it be focused on what you want to be focused at. With a wizard everything is about magic, it is a voluntary thing, and it is very rigid and restricting. (Also someone else said sorcerers are the x-men of D&D!)</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6423982, member: 6689464"] Why should I want to have an attack cantrip in the first place? how do you feel more magical, frying kobolds or doing something more special? This works on a DM by DM basis, but how about adventure league? or encounters? Why should I negotiate with every DM one thing that should be by legacy alone? When I DM I start my games at 8th level, I give an extra feat, tons of gold, no multiclass restrictions, and allow them to buy magic items... Still not helping when I am the one playing. IMO the distinction with warlocks is already clear enough, they are the ones wearing armor and with more hitpoints, and who can keep going for longer. And sorcerers have always been gishy one way or another. It was only in 4e where they became only blasters, and even then they still were gishy, if in a skirmishy way. But Why make them only blasters? there is more to the sorcerer class than only blasting. Of course they will never be swiss army knives, they had never been. But they used to be very flexible specialized tools, you wouldn't be a solve-it-all magic box -though I've seen some sorcerers played like that-, but you were instead a magical something in a way no wizard could ever hope: a magical thief, a magical conman, a magical explorer, a magical diplomat, a magical warrior. Having simple weapons to fall on helped you to not have to focus too many resources on combat. As a sorcerer you picked a niche and ran with it. Now you don't have the spells known, or the spell list, or the weapons to fill a niche that well, and given the changes to the wizard they now can run with your niche and still do other things, and do something different the next day. I wouldn't call being a blaster "a unique identity" -and lacking some means to energy mode spells is a strike versus this identity-, the very first wizard school was all about blasting. Again I don't want sorcerers to be like wizards, all I want them is to be like sorcerers, to have the ability to pick a niche, run with it, and being good at it without someone else casually dabbling into my niche and being better at it while still being able to do way more at the same time. Currently the sorcerer isn't very good at it, first the lack of weapons forces you to dedicate your few spells to blasting, so you cannot freely pick a niche, then your spell choices are very limited, hindering your ability to be good at a niche, then a wizard who prepared the right spells today can fill your niche, be better at it than you, and still have room to spare to do more stuff -because ritual casting-. If you want to be a niche caster, you now necessarily have to multiclass three levels into bard or warlock. See up there again, when I DM, I'm a tinkering Monty Haul that likes to say yes all the time. But it helps not and means nothing when I'm a player -the moment I'm more concerned with classes-, and of course not in Adventure League or Encounters or in Conventions. Because as a concept it is entirely flexible. A sorcerer is someone mundane who gets to be magical at the same time. Unlike the wizards or warlocks who imply magic is this impossible and hard thing you have to bargain for or dedicate your whole life to, being a sorcerer has no strings attached, it is a way to have a magical character without it being overwhelmed by a strict and strong flavor and have it be focused on what you want to be focused at. With a wizard everything is about magic, it is a voluntary thing, and it is very rigid and restricting. (Also someone else said sorcerers are the x-men of D&D!) [/QUOTE]
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