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Selecting the Simplest Sorcerer Solution
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<blockquote data-quote="Redthistle" data-source="post: 6950698" data-attributes="member: 6778305"><p>@<em><strong>Sword of Spirit</strong></em>. This is an excellent explanation of aspects of the sorcerer class that concern you. I am especially impressed that you did not include any solutions that presume to fix any problem, instead leaving the discussion far more open than otherwise. (Would that I demonstrated such respectful restraint in putting forth some of my opinions!)</p><p></p><p>1. As to your desire for more spells known, I agree with you, and find cbwjm's proposal to give the sorcerous origins 5 spells each to satisfy that issue for me. At least, as long as those origin spells do not count against the Spells Known limit, and are considered to always be prepared.</p><p></p><p>At the same time, I don't like having too many choices to make (the buyer's dilemma), which is why I prefer playing a sorcerer to a wizard. Selecting which wizard spells to memorize at the end of a long rest feeds my paranoid certainty that whatever spells I choose, it won't be the ones I need during a crisis. Playing a sorcerer doesn't raise my blood pressure that way.</p><p></p><p>2. For my own part, I have not found sorcery points to be a limiting factor (except in my always wanting more power, which is generally more an avaricious vice than in the interest of fair play, and so, in <em>need</em> of constraint), but rather a liberating one. Before even gaining 5th-level spells, my sorcerer already has enough points to cast a 5th-level spell one more time per day than other classes can. Beginning at 14th level, there's the potential to cast two more 5th-level spells than most other classes can each day. That's without even having to burn other spell slots to buy extra sorcery points. </p><p></p><p>@<em><strong>cbwjm</strong></em>. I like this notion. It adds only 5 additional spells of the lowest levels to the sorcerer's repertoire, keeping it relatively limited, but not unbearably so.</p></blockquote><p></p>
[QUOTE="Redthistle, post: 6950698, member: 6778305"] @[I][B]Sword of Spirit[/B][/I]. This is an excellent explanation of aspects of the sorcerer class that concern you. I am especially impressed that you did not include any solutions that presume to fix any problem, instead leaving the discussion far more open than otherwise. (Would that I demonstrated such respectful restraint in putting forth some of my opinions!) 1. As to your desire for more spells known, I agree with you, and find cbwjm's proposal to give the sorcerous origins 5 spells each to satisfy that issue for me. At least, as long as those origin spells do not count against the Spells Known limit, and are considered to always be prepared. At the same time, I don't like having too many choices to make (the buyer's dilemma), which is why I prefer playing a sorcerer to a wizard. Selecting which wizard spells to memorize at the end of a long rest feeds my paranoid certainty that whatever spells I choose, it won't be the ones I need during a crisis. Playing a sorcerer doesn't raise my blood pressure that way. 2. For my own part, I have not found sorcery points to be a limiting factor (except in my always wanting more power, which is generally more an avaricious vice than in the interest of fair play, and so, in [I]need[/I] of constraint), but rather a liberating one. Before even gaining 5th-level spells, my sorcerer already has enough points to cast a 5th-level spell one more time per day than other classes can. Beginning at 14th level, there's the potential to cast two more 5th-level spells than most other classes can each day. That's without even having to burn other spell slots to buy extra sorcery points. @[I][B]cbwjm[/B][/I]. I like this notion. It adds only 5 additional spells of the lowest levels to the sorcerer's repertoire, keeping it relatively limited, but not unbearably so. [/QUOTE]
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