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Please someone explain to me
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<blockquote data-quote="I'm A Banana" data-source="post: 6424709" data-attributes="member: 2067"><p>Who is better at being a level 1 magical diplomat than a Wild Sorcerer with that spell load out and proficiency in their Cha skills and auto-advantage on a skill check of their choice? Even the <strong>bard</strong> could be jealous of that! What the heck more do you need to feel like you're actually filling that niche?</p><p></p><p></p><p></p><p>Sounds like a restrictive, narrow ecosystem. That'll take a lot of kinds of characters off the table, if they don't just hand out free combat capability. Any character who isn't damage or support focused would be written out there. But the game isn't designed with one particular ecosystem in mind, it's designed to appeal to lots of different kinds of games, so to answer the question in the OP, the explanation would be, in part, "Because for most games, it's not relevant."</p><p></p><p>I've got no problem picking the special snowflake who isn't a combatant over Boring Pants who declares "I shoot it" every round. My games are not just one-pillar affairs. </p><p></p><p></p><p></p><p>Many of them could also benefit from the extra cantrip, extra survivability/auto-Advantage, or Cha-based skill selection of the Sorcerer. Plus, it doesn't really matter how many spells a wizard can prepare. They can only ever actually <em>use</em> three of them in a given day. Rituals are HUGELY campaign-dependent. It's not at all obvious to me that the wizards are "better" at this. They seem roughly equivalent, and a little different. They've got more versatility, but they don't have more raw power, and sorcerers get some things that wizards would be <em>very</em> interested in. Being a magic warrior with permanent Mage Armor and more than 6 HP? Being a magic conman with auto-Advantage and actual training in Deception? Man, who cares about a pet cat or an invisible butler, how is THAT going to help me cement those roles? </p><p></p><p></p><p></p><p>I'm not denying that it's a big deal to you, I'm just questioning why this specific vision of a sorcerer is so sacrosanct that for you to be unable to play it in organized play is an intolerable burden and not maybe more of a minor inconvenience. That seems a little hyper-sensitive to me, a little narrowly focused on kind of hollow mechanical elements. I don't know what you're missing that dual-wielding daggers and taking CHA-based skills wouldn't fix, and your complaints seem to blow up minor things (like spears and the <em>find familiar</em> ritual) to the point where they're game-breaking for you. </p><p></p><p></p><p></p><p>This seems like an overly artificial distinction. I've certainly played non-nerdy wizards who haven't been cloistered in dark towers reading dusty tomes. I've played warlocks firmly on the side of Good, who have little interest in the hidden world these days. I've played Sorcerers who can name their personal draconic ancestor and who roar when they cast spells, in settings where Sorcerers are a specific thing (nobles from particular high houses) where their magic has come from intense programs of research and dedication. This is wildly campaign-dependent, at worst.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6424709, member: 2067"] Who is better at being a level 1 magical diplomat than a Wild Sorcerer with that spell load out and proficiency in their Cha skills and auto-advantage on a skill check of their choice? Even the [b]bard[/b] could be jealous of that! What the heck more do you need to feel like you're actually filling that niche? Sounds like a restrictive, narrow ecosystem. That'll take a lot of kinds of characters off the table, if they don't just hand out free combat capability. Any character who isn't damage or support focused would be written out there. But the game isn't designed with one particular ecosystem in mind, it's designed to appeal to lots of different kinds of games, so to answer the question in the OP, the explanation would be, in part, "Because for most games, it's not relevant." I've got no problem picking the special snowflake who isn't a combatant over Boring Pants who declares "I shoot it" every round. My games are not just one-pillar affairs. Many of them could also benefit from the extra cantrip, extra survivability/auto-Advantage, or Cha-based skill selection of the Sorcerer. Plus, it doesn't really matter how many spells a wizard can prepare. They can only ever actually [I]use[/I] three of them in a given day. Rituals are HUGELY campaign-dependent. It's not at all obvious to me that the wizards are "better" at this. They seem roughly equivalent, and a little different. They've got more versatility, but they don't have more raw power, and sorcerers get some things that wizards would be [I]very[/I] interested in. Being a magic warrior with permanent Mage Armor and more than 6 HP? Being a magic conman with auto-Advantage and actual training in Deception? Man, who cares about a pet cat or an invisible butler, how is THAT going to help me cement those roles? I'm not denying that it's a big deal to you, I'm just questioning why this specific vision of a sorcerer is so sacrosanct that for you to be unable to play it in organized play is an intolerable burden and not maybe more of a minor inconvenience. That seems a little hyper-sensitive to me, a little narrowly focused on kind of hollow mechanical elements. I don't know what you're missing that dual-wielding daggers and taking CHA-based skills wouldn't fix, and your complaints seem to blow up minor things (like spears and the [I]find familiar[/I] ritual) to the point where they're game-breaking for you. This seems like an overly artificial distinction. I've certainly played non-nerdy wizards who haven't been cloistered in dark towers reading dusty tomes. I've played warlocks firmly on the side of Good, who have little interest in the hidden world these days. I've played Sorcerers who can name their personal draconic ancestor and who roar when they cast spells, in settings where Sorcerers are a specific thing (nobles from particular high houses) where their magic has come from intense programs of research and dedication. This is wildly campaign-dependent, at worst. [/QUOTE]
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