MoonSong
Rules-lawyering drama queen but not a munchkin
Kamikaze covered my responses to this quite nicely, so I'll just say that I agree with what was said there. I also think that it's...humorous, to say that physical scores have no effect on RP while mental scores dramatically do. All stats affect RP--and at the same time, a character is not beholden to them either. You can totally make a character with crap-tastic Charisma who always tries to schmooze his way through things; they might be in deep denial about or simply oblivious to what others think of them, it's called being a blowhard. You can make a character with low Intelligence who strives to show off her wit and charm; that variably works out as a know-nothing who considers herself a know-it-all (like Shakespeare's Polonius) or a constant "malaproper" in TVTropes terms (like Juliet's nurse). And you can totally have a hyper-smart person who hates thinking, a strong or graceful person who is too lazy to make an effort, a charismatic misanthrope, etc. Stats define what you're good at doing, not what you like to do.
You know, one thing is to roleplay a fake and other to roleplay a genuine. You cannot roelplay a truly dumb wizard that is also somehow competent.
Four, actually. Two at 3rd level, another at 10th, another at 17th. Unless you meant three for the vast majority of the game and for most groups, since levels 15+ are uncommon; that I would totally agree with.
Yes, lets go with it. n_n
The School of Metamagic might progress very slowly with the metamagic, though. And they could even (potentially) be different kinds of metamagic. For example, casting two different concentration spells would be a unique and powerful feature. Further, since this is a subclass component rather than a basal component, the progression could be smaller and slower: perhaps half as many points in total, and not allowing them to be used to recover spell slots (since the Wizard already has a feature for that).
And it's not like the "free metamagic" is actually much different anyway. Sculpt Spells is actually a superior form of Careful Spell, since it outright *excludes* targets/locations rather than enabling particular targets to auto-succeed saving throws. The fact that some schools already get abilities that are metamagic-like, but better AND without resource cost doesn't really persuade me that a "School of Metamagic" is such a problem.
Making a class mechanically irrelevant and overshadowing all other wizard schools is a big deal in my book. Wizards just don't need that much extra versatility, Sculpt spell is good and free, but it cannot be used with say, cloudkill. And it isn't about blasting when I say it would break, the blasting card is used so often to justify underpowering sorcerers. I'm thinking on utility and crazy insane mixtures that aren't that easy to do with a sorcerer. Wizards are really that good,
Yes the domains are a big part of the cleric, but all the Favored Soul gets are the spell domains, nothing else, no extra powers, no channel divinity, no bonus features from it. Don't compare a spell package from a subclass with the backbone of other class.I mean, just a couple months back, I'd bet most people would have been pretty skeptical of giving the Sorcerer not only extra spells known, when that is specifically one of the class's limitations, but further being able to *select* those spells via a bloody Cleric domain. Yet the designers were completely comfortable doing that. They--and you--don't seem to think that transferring domains, which is a major part of the Cleric, is a huge abrogation of the Cleric class. Why should transferring metamagic, which is apparently a major part of the Sorcerer, be that much different?
Given how many people are specifically harping the limited number of spells known to the Sorcerer, and the nearly immediate fan reaction that the new Sorcerer origins are a major power boost specifically because they get free spells known, I'm not so sure I agree with you here. And then the new ones even get straight-up improvements on what the original origins got (e.g. the Storm Sorc's flight feature is pretty much out-and-out better than the Dragon Sorc's, what with the party buff element).
The new sorcerer subclasses are really balanced with the other two, they only overshadow the others because they aren't that flattering and blasting is boring. Wild magic feels more like an homage to the 2e's wild mage, and is very niche, and dragon magic is just too focused in blasting and not utility. FS and Storm are less blasty.
Those extra spells aren't raw power, they come at the expense of blasting power. -And this is good, because they make non-blasting viable- . Storm sorcerers get their wings at a later level, and no riders on blasting, their damage booster is more niche and doesn't apply to area attacks, they are also squishier than dragon sorcerers and with worse ac. And you say the so few spells known are a class limitation, well that limitation is the price for metamagic, and the wizard didn't pay for it. -And they don't need it, they have tons of spells at a time, they can change them if they don't work, can turn gold into more spells, they can cast niche spells with no slots, their slot recovery doesn't consume resources, and they get at-will magic at higher levels.
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