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Should sorcerers know more spells?

I don't think they should get extra spells either.

As it is, I think they're a great "starter" class for someone who is just getting into D&D and wants to play some kind of spellcaster. The DM can help the player pick the spells and from there the class plays itself. Too many spells only confuses new players and "advanced" gamers can always avail themselves of feats and PrCs.
 

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I play a bard/sorcerer and I haven't seen a problem yet with a limited number of spells. This is my first excursion into gaming and I think this combination has been a great learning experience.
 

Thanks for the replies, everyone. ;)

One concern regarding socerers is that they tend to be a bit generic where spell selection is concerned. With such a limited number of spells known, it seems that the spell lists of most sorcerers are quite similar. Spells like Magic Missile, Shield/Mage Armor, Alter Self, Invisibility, Fireball, Dispel Magic, Haste, Emotion, and plenty of others always seem to crop up. I suppose this also arises with fighters, with a preponderance of two-weapon or spiked chain devotees. Would a boost to spells known help to lessen this perceived homogeneity? Is this homogeneity a bad thing? Sure, I can maximize my sorcerer's spell selection for maximum efficiency, but that seems to tremendously limit my spell choices.

Has anyone else seen this homogeneity and if so, does it bother anyone else?
 

Dave Turner said:
Has anyone else seen this homogeneity and if so, does it bother anyone else?

A little, but why does it matter? If a sorceror wants variety there are feats-a-go-go to "lace" spells or whatnot. AU's spell templates are an excellent example.

I don't think the sorceror is about versatility. That's what you get the wizard for. The wizard knows the deep, inner secret workings of magic. The sorceror is more inuititve.
 

Dave Turner said:
Thanks for the replies, everyone. ;)

One concern regarding socerers is that they tend to be a bit generic where spell selection is concerned. With such a limited number of spells known, it seems that the spell lists of most sorcerers are quite similar. Spells like Magic Missile, Shield/Mage Armor, Alter Self, Invisibility, Fireball, Dispel Magic, Haste, Emotion, and plenty of others always seem to crop up. I suppose this also arises with fighters, with a preponderance of two-weapon or spiked chain devotees. Would a boost to spells known help to lessen this perceived homogeneity? Is this homogeneity a bad thing? Sure, I can maximize my sorcerer's spell selection for maximum efficiency, but that seems to tremendously limit my spell choices.

Has anyone else seen this homogeneity and if so, does it bother anyone else?

I think there can be just as much homogeneity to wizards as there is among sorcerers. How many wizards out there always pick up magic missile, haste, invisibility, fireball, lightning bolt, etc? Plenty.

They may have a few extra spells to choose from, but on most days, its the combat useful standards, right?

Unless, of course, the player of the wizard thinks outside the box, and chooses a more flavorful pick of spells that he'll use creatively, or in a different role than the 'typical' wizard.

In the same way, people can create interesting and different sorcerers that will do something besides blast things in combat, right? I've seem great spell lists on these boards for illusion based sorcerers, enchantment based sorcerers, etc.

Not to mention, a sorcerer can always spend a little money here and there ( a LOT less than a wizard spends scribing new spells) to have some scrolls at his disposal of spells he doesn't know....to help fill the gaps, ya know?

Skaros
 

Dave Turner said:
Thanks for the replies, everyone. ;)

One concern regarding socerers is that they tend to be a bit generic where spell selection is concerned. With such a limited number of spells known, it seems that the spell lists of most sorcerers are quite similar. Spells like Magic Missile, Shield/Mage Armor, Alter Self, Invisibility, Fireball, Dispel Magic, Haste, Emotion, and plenty of others always seem to crop up. I suppose this also arises with fighters, with a preponderance of two-weapon or spiked chain devotees. Would a boost to spells known help to lessen this perceived homogeneity? Is this homogeneity a bad thing? Sure, I can maximize my sorcerer's spell selection for maximum efficiency, but that seems to tremendously limit my spell choices.

Has anyone else seen this homogeneity and if so, does it bother anyone else?

I think that giving the Sorcerer extra spells because the player has maximized on combat related spells only encourages the homogeneity you speak of. Giving them more spell choices will just make the player choose these very spells... plus a few others. It will not lessen the chance of them choosing these same spells, and will likely increase the chance of them choosing these spells, as there is no longer a disadvantage to doing so. It simply makes the choice between a wizard and a sorcerer very easy. With many more spells, the sorcerer is largely superior to the wizard due to more spells per day, and no memorization.
 

IMC, I allow Sorcerers to Specialize. They pick a favored school and forbidden school(s) just like a Wizard does. At each level where they gain access to a new level of spells, they get one more from their specialty school.

In my opinion, this allows for Sorcerers who are less generic and more focused, which appeals to my sense of style.
 

I use a domain-based system that describes the bloodline through which a sorceror recieves his spells. For example, someone with red dragon blood might have the Fire and Evil domains, and two of his known spells would have to be on those lists. Since I'm essentially limiting the player's spell selection, I give him an extra spell known per level to balance things out.
 

In my campaign I don't give sorcerers more spells, but I give them a wider selection from which to choose. Basically if a wizard player wants a spell that is not in the PHB or T&B they have to pay the money and time for research, but a sorcerer player does not, the spell just "comes" to the character. I still get final approval on all non-PHB, non-T&B spells, but it easier (and cheaper) for sorcerers to get exactly the spells they want. I think that is a fair trade.
 

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