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<blockquote data-quote="Benjamin Olson" data-source="post: 7988012" data-attributes="member: 6988941"><p>So those of you who don't feel they're underpowered, at what levels do you feel they are not underpowered? </p><p></p><p>I see how they start feeling up to par or maybe very strong at whatever point after level 3 where they start finding they have enough sorcery points and/or spell slots to cannibalize to make fairly regular use of metamagic (mileage will vary based on play-style and adventuring day). But I just don't see how they are up to snuff in first tier play, which sadly is as far as many characters get. It feels like they are kind of a slog, and all the more so if they choose to go for the most talked up metamagics, Twinned and Quickened, because those action economy abilities that are supposed to make them uniquely great are spell point gobblers that they won't have the resources to use regularly for a while, but if they don't take their medicine at level 3 then they won't get to grab one of these until level 10.</p><p></p><p>I feel like I might be arguing for "needs fixing" at second level or such with people who are thinking about "godlike" at 20th level or something, which is a somewhat meaningless argument. Everyone is good at high levels, their flaw in terms of power is not coming online at the same speed as their peers in basically every other class.</p><p></p><p>An increase in base Sorcery points (I'd go with equal to Charisma bonus, because Con does not fit a d6 hit die class, as much as they may want Con all the more for that). Yes it would modestly boost the power of higher level Sorcerers, but it would do a lot to make low level ones feel more worthwhile.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 7988012, member: 6988941"] So those of you who don't feel they're underpowered, at what levels do you feel they are not underpowered? I see how they start feeling up to par or maybe very strong at whatever point after level 3 where they start finding they have enough sorcery points and/or spell slots to cannibalize to make fairly regular use of metamagic (mileage will vary based on play-style and adventuring day). But I just don't see how they are up to snuff in first tier play, which sadly is as far as many characters get. It feels like they are kind of a slog, and all the more so if they choose to go for the most talked up metamagics, Twinned and Quickened, because those action economy abilities that are supposed to make them uniquely great are spell point gobblers that they won't have the resources to use regularly for a while, but if they don't take their medicine at level 3 then they won't get to grab one of these until level 10. I feel like I might be arguing for "needs fixing" at second level or such with people who are thinking about "godlike" at 20th level or something, which is a somewhat meaningless argument. Everyone is good at high levels, their flaw in terms of power is not coming online at the same speed as their peers in basically every other class. An increase in base Sorcery points (I'd go with equal to Charisma bonus, because Con does not fit a d6 hit die class, as much as they may want Con all the more for that). Yes it would modestly boost the power of higher level Sorcerers, but it would do a lot to make low level ones feel more worthwhile. [/QUOTE]
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