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<blockquote data-quote="Clint_L" data-source="post: 8831841" data-attributes="member: 7035894"><p>The class that would just work better as a sub-class.</p><p></p><p>But that isn't going to happen. OneD&D is keeping the 5e chassis. So what to do with Sorcerers? Right now, they have to balance several limited resources: spell slots, known spells, and sorcery points. Current consensus is the (relatively few) cool extras that you get from sorcery points don't make up for the inherent limitations to spell choice. The obvious answer is to increase spell choice a bit more, but then they just feel more and more like wizards.</p><p></p><p>Maybe add a feature that lets them temporarily add an unknown spell from their spell list at the cost of health? To represent that, in desperation, they can push harder into their innate magical resources, draining themselves in the process, to pull out a clutch spell for a desperate situation?</p></blockquote><p></p>
[QUOTE="Clint_L, post: 8831841, member: 7035894"] The class that would just work better as a sub-class. But that isn't going to happen. OneD&D is keeping the 5e chassis. So what to do with Sorcerers? Right now, they have to balance several limited resources: spell slots, known spells, and sorcery points. Current consensus is the (relatively few) cool extras that you get from sorcery points don't make up for the inherent limitations to spell choice. The obvious answer is to increase spell choice a bit more, but then they just feel more and more like wizards. Maybe add a feature that lets them temporarily add an unknown spell from their spell list at the cost of health? To represent that, in desperation, they can push harder into their innate magical resources, draining themselves in the process, to pull out a clutch spell for a desperate situation? [/QUOTE]
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