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Selecting the Simplest Sorcerer Solution
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<blockquote data-quote="Bupp" data-source="post: 6955152" data-attributes="member: 6784990"><p>I've been using a variation of this system. Same player has played two different sorcerers in two groups, one is now 5th level, the other 8th. </p><p></p><p>Spell points and sorcery points get combined into one pool, since they do transfer at a 1:1 ratio. I call the entire pool sorcery points, and they can be used to cast spells, on metamagic and to power bloodline abilities. </p><p></p><p>Spells of 6th level and higher are particularly taxing to cast, and can only cast one of each level per long rest. This keeps it in line with the spell slots, and only really affects 19th and 20th level sorcerers.</p><p></p><p>The other thing I added was the ability to Overchannel. Overchannel allows you to power spells up beyond what you normally could. Spells with a "At Higher Level" can be cast at any level, even if it's not a spell level you could normally cast. The 6th level and above rule still applies. This truely lets a sorcerer "go nova".</p><p></p><p><span style="font-size: 9px"><span style="font-family: 'arial'"><span style="color: #000000"><em>Example:</em></span><span style="color: #000000"> A 5th level sorcerer has 32 total sorcery points. If he wanted to "go nova" with fireballs, he could cast a 9th level fireball, an 8th level fireball, and a 5th level fireball. That would leave just 1 sorcery point to power metamagic or power bloodline abilities.</span></span></span></p><p><span style="font-size: 9px"><span style="font-family: 'arial'"><span style="color: #000000"></span></span></span></p><p><span style="font-size: 9px"><span style="font-family: 'arial'"><span style="color: #000000">I made these changes mainly because I wanted to sorcerers to "feel different" than wizards. Only sorcerers get spell points in my game. Spell points gives them some added flexibility with casting a limited number of spells. Overchannel gives them some of that X-Men feel that someone mentioned above.</span></span></span></p><p><span style="font-size: 9px"><span style="font-family: 'arial'"><span style="color: #000000"></span></span></span></p><p><span style="font-size: 9px"><span style="font-family: 'arial'"><span style="color: #000000">In playtesting it has worked well. The player has been extremely frugal with his spell points overall. He tends towards a lot of cantrips and lower level spells early, hoping to save up for a "boss fight", where he'll Overchannel. I've built encounters with this in mind, so overchanneling is rarely a "I win" button, but lets him feel like a hero after letting other players shine earlier while he holds back.</span></span></span></p><p><span style="font-size: 9px"><span style="font-family: 'arial'"><span style="color: #000000"></span></span></span></p><p><span style="font-size: 9px"><span style="font-family: 'arial'"><span style="color: #000000">He tends to run out of resources at the same rate as other players.</span></span></span></p><p><span style="font-size: 9px"><span style="font-family: 'arial'"><span style="color: #000000"></span></span></span></p><p><span style="font-size: 9px"><span style="font-family: 'arial'"><span style="color: #000000"><strong>Shameless Plug</strong></span></span></span></p><p><span style="font-size: 9px"><span style="font-family: 'arial'"><span style="color: #000000"><strong></strong>I've detailed these changes in a </span><span style="color: #000000"><a href="http://www.dmsguild.com/product/176921/Grognards-Grimoire-Sorcerers" target="_blank">product I have on the DMs Guild</a>. It's pay what you want. Fair warning, it's one of my earliest pieces, and my first dealing with class options. Some of it could definitely use a rewrite, but I stand by the spell points and overchannel. It's held up to lots of playtesting at low to mid levels, and works well.</span></span></span></p></blockquote><p></p>
[QUOTE="Bupp, post: 6955152, member: 6784990"] I've been using a variation of this system. Same player has played two different sorcerers in two groups, one is now 5th level, the other 8th. Spell points and sorcery points get combined into one pool, since they do transfer at a 1:1 ratio. I call the entire pool sorcery points, and they can be used to cast spells, on metamagic and to power bloodline abilities. Spells of 6th level and higher are particularly taxing to cast, and can only cast one of each level per long rest. This keeps it in line with the spell slots, and only really affects 19th and 20th level sorcerers. The other thing I added was the ability to Overchannel. Overchannel allows you to power spells up beyond what you normally could. Spells with a "At Higher Level" can be cast at any level, even if it's not a spell level you could normally cast. The 6th level and above rule still applies. This truely lets a sorcerer "go nova". [SIZE=1][FONT=arial][COLOR=#000000][I]Example:[/I][/COLOR][COLOR=#000000] A 5th level sorcerer has 32 total sorcery points. If he wanted to "go nova" with fireballs, he could cast a 9th level fireball, an 8th level fireball, and a 5th level fireball. That would leave just 1 sorcery point to power metamagic or power bloodline abilities. I made these changes mainly because I wanted to sorcerers to "feel different" than wizards. Only sorcerers get spell points in my game. Spell points gives them some added flexibility with casting a limited number of spells. Overchannel gives them some of that X-Men feel that someone mentioned above. In playtesting it has worked well. The player has been extremely frugal with his spell points overall. He tends towards a lot of cantrips and lower level spells early, hoping to save up for a "boss fight", where he'll Overchannel. I've built encounters with this in mind, so overchanneling is rarely a "I win" button, but lets him feel like a hero after letting other players shine earlier while he holds back. He tends to run out of resources at the same rate as other players. [B]Shameless Plug [/B]I've detailed these changes in a [/COLOR][COLOR=#000000][URL="http://www.dmsguild.com/product/176921/Grognards-Grimoire-Sorcerers"]product I have on the DMs Guild[/URL]. It's pay what you want. Fair warning, it's one of my earliest pieces, and my first dealing with class options. Some of it could definitely use a rewrite, but I stand by the spell points and overchannel. It's held up to lots of playtesting at low to mid levels, and works well.[/COLOR][/FONT][/SIZE] [/QUOTE]
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