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Rule Question: Sorcerer Spell List
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<blockquote data-quote="Telor" data-source="post: 306208" data-attributes="member: 1786"><p>I am a DM who runs a sorcerer PC in my campaign.</p><p></p><p>Is this player somewhat new to 3e?</p><p>Is he somewhat new to the sorcerer idea?</p><p>I think the exact situation is more important than the rules themselves.</p><p></p><p>I wouldn't make it a house rule at all, being stuck with spells known is an important, game-balancing, limitation of the sorcerer class. Wizards are the ones that change up the spells used as they level, sorcerers are not.</p><p></p><p>However, if the player made an obvious bad decision (examples can't be given since the campaign really dictates what are good/bad decisions; however I would say that in general knowing both fireball and lightning bolt is a bad decision) or choose a spell and has never used it, I would allow him to make a change and tell him and the other players that it is a 1 time thing.</p><p></p><p>I had a player take a metamagic feat at level 1 and by level 5 he never used it. He asked if he could change it to something else, none of the other players had a problem with it, so he did.</p><p></p><p>In a situation like, "I took sleep and now that I'm level 10 it sucks." I would not do him that favor, he got his use out of that spell. My sorcerer is level 15 and I seldom cast level 0, 1, or 2 spells AND my character is very important to the group; so in my opinion having 'crappy' spells in your list is not a problem.</p><p></p><p>For the player, the biggest thing to think about while plotting the spell known for a sorcerer is balancing survivability (taking spells that kick butt now) and longevity (taking spells that scale well for 5 or more levels).</p><p></p><p>EX: Sleep and Mage Armor rate high on survivability while rating terrible on longevity.</p><p></p><p>Good luck,</p><p>Telor</p></blockquote><p></p>
[QUOTE="Telor, post: 306208, member: 1786"] I am a DM who runs a sorcerer PC in my campaign. Is this player somewhat new to 3e? Is he somewhat new to the sorcerer idea? I think the exact situation is more important than the rules themselves. I wouldn't make it a house rule at all, being stuck with spells known is an important, game-balancing, limitation of the sorcerer class. Wizards are the ones that change up the spells used as they level, sorcerers are not. However, if the player made an obvious bad decision (examples can't be given since the campaign really dictates what are good/bad decisions; however I would say that in general knowing both fireball and lightning bolt is a bad decision) or choose a spell and has never used it, I would allow him to make a change and tell him and the other players that it is a 1 time thing. I had a player take a metamagic feat at level 1 and by level 5 he never used it. He asked if he could change it to something else, none of the other players had a problem with it, so he did. In a situation like, "I took sleep and now that I'm level 10 it sucks." I would not do him that favor, he got his use out of that spell. My sorcerer is level 15 and I seldom cast level 0, 1, or 2 spells AND my character is very important to the group; so in my opinion having 'crappy' spells in your list is not a problem. For the player, the biggest thing to think about while plotting the spell known for a sorcerer is balancing survivability (taking spells that kick butt now) and longevity (taking spells that scale well for 5 or more levels). EX: Sleep and Mage Armor rate high on survivability while rating terrible on longevity. Good luck, Telor [/QUOTE]
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Rule Question: Sorcerer Spell List
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