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Selecting the Simplest Sorcerer Solution
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<blockquote data-quote="DEFCON 1" data-source="post: 6951795" data-attributes="member: 7006"><p>I'm currently DMing a pair of players who both are playing sorcerers, but who admittedly are not delving all that deeply into the mechanics, or trying to get the most out of the class and its system. But the few things they have done makes me wonder in some of these cases what the issue is, since it seems to my pretty uneducated eye that it <em>should</em> solve a problem (but apparently isn't?) Obviously I'm just not seeing the issue because my players haven't highlighted it for me, so I'm really interested in the problem.</p><p></p><p>It's mainly the "not enough sorcery points" problem that I'm curious about. With the <em>Converting A Spell Slot to Sorcery Points</em> bonus action rule in place, lack of sorcery points has never appeared to me to be much of a problem? I've yet to have any games where <em>any</em> of my spellcasters have actually run through their entire suite of spell slots between any long rest... wherein the sorcerer felt they couldn't covert a slot to sorcery points if they needed it. This obviously could just be my own particular DMing style (which results in PCs with spell slots left over when they take a long rest), and other DMs who push their players through more encounters per day might find those players' spell slots at a premium where they couldn't "spend" one for more points. Is that the issue for many of you? That the sorcerer players are casting their full suite of spell slots and thus feel like they can't convert? If that's the real problem, then I can certainly understand why sorcery points might be lacking (since you are not only casting more spells, you have even less points to modify those extra spells you are casting.)</p><p></p><p>Personally, my own little bugaboo in terms of the sorcerer (were I to play one at some point) would be the low number of metamagics available to me. Only having two metamagic options out of the list of eight (until 10th level) just feels like it's lacking to me, and where I'd probably find the most frustration. My players haven't found it to be a problem yet (because both of them are so inexperienced they barely remember to even use their metamagics in the first place unless I remind them), but I know I certainly would were I to play one. There would be times where I'd find that having say <em>Extend Spell</em> or <em>Subtle Spell</em> would be incredibly useful in a very specific situation, but which would ordinarily not come up so often where I'd want to use one of my precious two metamagics slots to have it all the time. So I'd almost wish there was an ability that would allow me to either swap metamagics in and out (using actions or rests), or pay extra sorcery points to use the other six that aren't the ones I "know". Like, I have two primary metamagics as usual whose costs are normal, but then I can use any of the other metamagics as needed, but whose cost is 1 (or 2) points higher than normal since they aren't my primary ones. That way if I find myself in a situation where <em>Careful Spell</em> would be very useful, I'd be able to get my hands on it for that one <em>fireball</em> I cast at ground zero for example.</p><p></p><p>I should also add that for my two <em>Curse of Strahd</em> campaigns I'm running right now, I created/edited a whole bunch of new feats for the game... one of which is <strong>Metamagic Initiate</strong>-- basically the metamagic version of <strong>Martial Adept</strong>. It gives a player 2 sorcery points and one metamagic option that any spellcaster can select and use for their spells, and which a sorcerer can add to their total SP and metamagic count. Basically just like a Battlemaster Fighter can add the superiority die and two maneuvers from <strong>Martial Adept</strong> to their count were they to take it. I haven't had anyone take the feat yet, but I'm curious how it plays (and whether the two extra SP and that third metamagic option helps the sorcerers feel like they have more oomph.)</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 6951795, member: 7006"] I'm currently DMing a pair of players who both are playing sorcerers, but who admittedly are not delving all that deeply into the mechanics, or trying to get the most out of the class and its system. But the few things they have done makes me wonder in some of these cases what the issue is, since it seems to my pretty uneducated eye that it [I]should[/I] solve a problem (but apparently isn't?) Obviously I'm just not seeing the issue because my players haven't highlighted it for me, so I'm really interested in the problem. It's mainly the "not enough sorcery points" problem that I'm curious about. With the [I]Converting A Spell Slot to Sorcery Points[/I] bonus action rule in place, lack of sorcery points has never appeared to me to be much of a problem? I've yet to have any games where [I]any[/I] of my spellcasters have actually run through their entire suite of spell slots between any long rest... wherein the sorcerer felt they couldn't covert a slot to sorcery points if they needed it. This obviously could just be my own particular DMing style (which results in PCs with spell slots left over when they take a long rest), and other DMs who push their players through more encounters per day might find those players' spell slots at a premium where they couldn't "spend" one for more points. Is that the issue for many of you? That the sorcerer players are casting their full suite of spell slots and thus feel like they can't convert? If that's the real problem, then I can certainly understand why sorcery points might be lacking (since you are not only casting more spells, you have even less points to modify those extra spells you are casting.) Personally, my own little bugaboo in terms of the sorcerer (were I to play one at some point) would be the low number of metamagics available to me. Only having two metamagic options out of the list of eight (until 10th level) just feels like it's lacking to me, and where I'd probably find the most frustration. My players haven't found it to be a problem yet (because both of them are so inexperienced they barely remember to even use their metamagics in the first place unless I remind them), but I know I certainly would were I to play one. There would be times where I'd find that having say [I]Extend Spell[/I] or [I]Subtle Spell[/I] would be incredibly useful in a very specific situation, but which would ordinarily not come up so often where I'd want to use one of my precious two metamagics slots to have it all the time. So I'd almost wish there was an ability that would allow me to either swap metamagics in and out (using actions or rests), or pay extra sorcery points to use the other six that aren't the ones I "know". Like, I have two primary metamagics as usual whose costs are normal, but then I can use any of the other metamagics as needed, but whose cost is 1 (or 2) points higher than normal since they aren't my primary ones. That way if I find myself in a situation where [I]Careful Spell[/I] would be very useful, I'd be able to get my hands on it for that one [I]fireball[/I] I cast at ground zero for example. I should also add that for my two [I]Curse of Strahd[/I] campaigns I'm running right now, I created/edited a whole bunch of new feats for the game... one of which is [B]Metamagic Initiate[/B]-- basically the metamagic version of [B]Martial Adept[/B]. It gives a player 2 sorcery points and one metamagic option that any spellcaster can select and use for their spells, and which a sorcerer can add to their total SP and metamagic count. Basically just like a Battlemaster Fighter can add the superiority die and two maneuvers from [B]Martial Adept[/B] to their count were they to take it. I haven't had anyone take the feat yet, but I'm curious how it plays (and whether the two extra SP and that third metamagic option helps the sorcerers feel like they have more oomph.) [/QUOTE]
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