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General Tabletop Discussion
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So what is the history of Sorcerors
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<blockquote data-quote="hopeless" data-source="post: 3302828" data-attributes="member: 36349"><p><strong>Reg: Sorcerors</strong></p><p></p><p>I heard sorcerors originally had a d6 for HD and could select from both Cleric and Wizard spell lists. For some reason it was downgraded most likely because it was considered too powerful.</p><p></p><p>Personally when I ran 3rd edition i rstored the HD to d6 and added 3 extra class skills originally Bluff, Diplomacy and Intimidation but of late i believe the player should get to select three bonus class skills for the purpose of making their character truly original such as having one with Listen, Search nd Spot for one who sees their character as being more perceptive or in the case of a halfling add Disguise, Hide and Move Silently who is stealthy in nature (long story).</p><p></p><p>Don't care about the extra feats although having the Book of Familiars helps since that allows for alternative familiars that grant extra abilities as the character increases in level.</p><p></p><p>The only part I have problems with other than Favoured Souls whose existance makes the presence of Sorcerors in the core book a joke (check it out in the Complete Divine to see what i mean) and I do admit to disliking Warlocks but am more likely to let one be played before restricting them to npc villains before i'd ever allow a favoured soul...</p><p></p><p>I consider Sorcerors more of a challenge to roleplay but it only seems to work if the dm is capble of understanding that sorcerors ARE supposed to be different from Wizards NOT dependent on them for spells...</p></blockquote><p></p>
[QUOTE="hopeless, post: 3302828, member: 36349"] [b]Reg: Sorcerors[/b] I heard sorcerors originally had a d6 for HD and could select from both Cleric and Wizard spell lists. For some reason it was downgraded most likely because it was considered too powerful. Personally when I ran 3rd edition i rstored the HD to d6 and added 3 extra class skills originally Bluff, Diplomacy and Intimidation but of late i believe the player should get to select three bonus class skills for the purpose of making their character truly original such as having one with Listen, Search nd Spot for one who sees their character as being more perceptive or in the case of a halfling add Disguise, Hide and Move Silently who is stealthy in nature (long story). Don't care about the extra feats although having the Book of Familiars helps since that allows for alternative familiars that grant extra abilities as the character increases in level. The only part I have problems with other than Favoured Souls whose existance makes the presence of Sorcerors in the core book a joke (check it out in the Complete Divine to see what i mean) and I do admit to disliking Warlocks but am more likely to let one be played before restricting them to npc villains before i'd ever allow a favoured soul... I consider Sorcerors more of a challenge to roleplay but it only seems to work if the dm is capble of understanding that sorcerors ARE supposed to be different from Wizards NOT dependent on them for spells... [/QUOTE]
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