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<blockquote data-quote="Benjamin Olson" data-source="post: 7985323" data-attributes="member: 6988941"><p>I think popularity is overly dependent on people liking the lore and them becoming very strong at later levels. They are easily the least effective class in the game at level 2, still lame at level 3 if you aren't playing a 15 minute adventuring day, and really don't feel worthwhile until some later level, with mileage depending on how much combat or other spellcasting situations you have a day. At the highest levels they are, of course, godlike. And no, I don't need them to be "the most powerful" <em>per se, </em>or even as powerful as other classes, but if metamagic is the distinctive mechanical and lore feature I want to be able to use it early and not have it be a once or twice a day thing until second tier play.</p><p></p><p>When I DM I find my Sorcerer players impatient to get to level three and "be a real Sorcerer" much more than anyone else. Well, anyone else who isn't a necromancer. And having your campaign fizzle early is a big enough bummer if you haven't just got your character to a level where you actually like them.</p><p></p><p>Which is all to say that the nostalgist in me kind of likes them as the most quadratic of all classes in 5e, but I'd have to be rolling up a high level one or know the campaign was in it for the long-haul to actually play one.</p><p></p><p>But everyone likes what they like, and mileage may vary. Nevertheless, even if you have fun with something it can be a poorly designed thing. A pure Bladesinger build isn't very effective at the frontline spellsword action they are supposed to be dedicated to since at the end of the day they have d6 hit die. They are still a strong Wizard subclass not using that anemic melee prowess because they are the nigh unhitable Wizard option with the best con saves and extra mobility. I really enjoy them, but design wise they are a hot mess.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 7985323, member: 6988941"] I think popularity is overly dependent on people liking the lore and them becoming very strong at later levels. They are easily the least effective class in the game at level 2, still lame at level 3 if you aren't playing a 15 minute adventuring day, and really don't feel worthwhile until some later level, with mileage depending on how much combat or other spellcasting situations you have a day. At the highest levels they are, of course, godlike. And no, I don't need them to be "the most powerful" [I]per se, [/I]or even as powerful as other classes, but if metamagic is the distinctive mechanical and lore feature I want to be able to use it early and not have it be a once or twice a day thing until second tier play. When I DM I find my Sorcerer players impatient to get to level three and "be a real Sorcerer" much more than anyone else. Well, anyone else who isn't a necromancer. And having your campaign fizzle early is a big enough bummer if you haven't just got your character to a level where you actually like them. Which is all to say that the nostalgist in me kind of likes them as the most quadratic of all classes in 5e, but I'd have to be rolling up a high level one or know the campaign was in it for the long-haul to actually play one. But everyone likes what they like, and mileage may vary. Nevertheless, even if you have fun with something it can be a poorly designed thing. A pure Bladesinger build isn't very effective at the frontline spellsword action they are supposed to be dedicated to since at the end of the day they have d6 hit die. They are still a strong Wizard subclass not using that anemic melee prowess because they are the nigh unhitable Wizard option with the best con saves and extra mobility. I really enjoy them, but design wise they are a hot mess. [/QUOTE]
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