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<blockquote data-quote="Benjamin Olson" data-source="post: 7985312" data-attributes="member: 6988941"><p>If I was going to change the Sorcerer I'd give them metamagic at second level and the spell slot buying business at third level when they A) have enough sorcery points to use it for something other than buying one level 1 spell slot, and B) already have the full-caster excitement of gaining second level magic and having their number of spell slots double. As is Sorcerers have the single lamest second level in the game, a point at which they are almost strictly worse than Wizards.</p><p></p><p>I'd also give them a couple extra sorcery points a day, because they still need something to make them up to par in the first tier of play, I'd give them a few extra subclass spells (seriously Storm Sorcerer's need to be able to Call Lightning, it's about the most Storm Sorcerery spell there is), and I'd give them a few more spells in general. At the very least I'd make Mage Armor and Shield class abilities that spend spell slots or recharge for free on short rests or something so that they wouldn't have to spend two precious spells known just to have a viable AC. As is I always feel compelled to take a multiclass level for more first level spells or for armor in order to make Sorcerers viable, which just slows down the Sorcerer's already anemic progression and screws with the character lore.</p><p></p><p>However, I don't really buy Con casting for Sorcerers. For one thing I think the connotation of Con is wrong for most people's sense of what con means. Secondly Con has no more link to heritage than anything else in a world where one's race usually bestows particular stat bonuses. Thirdly, I like being able to decide to what extent a Sorcerer is physically weak or strong. I like their Con saving throw proficiencies because it plays well with a sort of supernatural toughness beyond their physical constraints.</p><p></p><p>Truth be told there is really no right casting stat for a Sorcerer. Their power comes from being in touch with some mystical innate magicness in their own being. Charisma and Wisdom come closest to this, neither really satisfies. I think Charisma won out because of the social skills it is the one that, in the general meaning of the word as some sort of inexplicable magnetism of personality, one is often thought of to be somehow born with. It doesn't work so well for that though in a game where Charisma is the general term for all social ability.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 7985312, member: 6988941"] If I was going to change the Sorcerer I'd give them metamagic at second level and the spell slot buying business at third level when they A) have enough sorcery points to use it for something other than buying one level 1 spell slot, and B) already have the full-caster excitement of gaining second level magic and having their number of spell slots double. As is Sorcerers have the single lamest second level in the game, a point at which they are almost strictly worse than Wizards. I'd also give them a couple extra sorcery points a day, because they still need something to make them up to par in the first tier of play, I'd give them a few extra subclass spells (seriously Storm Sorcerer's need to be able to Call Lightning, it's about the most Storm Sorcerery spell there is), and I'd give them a few more spells in general. At the very least I'd make Mage Armor and Shield class abilities that spend spell slots or recharge for free on short rests or something so that they wouldn't have to spend two precious spells known just to have a viable AC. As is I always feel compelled to take a multiclass level for more first level spells or for armor in order to make Sorcerers viable, which just slows down the Sorcerer's already anemic progression and screws with the character lore. However, I don't really buy Con casting for Sorcerers. For one thing I think the connotation of Con is wrong for most people's sense of what con means. Secondly Con has no more link to heritage than anything else in a world where one's race usually bestows particular stat bonuses. Thirdly, I like being able to decide to what extent a Sorcerer is physically weak or strong. I like their Con saving throw proficiencies because it plays well with a sort of supernatural toughness beyond their physical constraints. Truth be told there is really no right casting stat for a Sorcerer. Their power comes from being in touch with some mystical innate magicness in their own being. Charisma and Wisdom come closest to this, neither really satisfies. I think Charisma won out because of the social skills it is the one that, in the general meaning of the word as some sort of inexplicable magnetism of personality, one is often thought of to be somehow born with. It doesn't work so well for that though in a game where Charisma is the general term for all social ability. [/QUOTE]
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