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<blockquote data-quote="Benjamin Olson" data-source="post: 7992162" data-attributes="member: 6988941"><p>Other spellcasters learn magic; Sorcerers are magic. </p><p></p><p>If I was going to really lean heavily into giving Sorcerers a core feature that fit the flavor of what they are supposed to be it would be to have them gain an extra spell <u>chosen at random</u> every level (or every other, or whatever), perhaps from a list of options for their subclass for that level. The point being that they are not some nerdy Wizard who chose a course of study and planned what he would work to be good at, the Sorcerer is a prodigy by nature whose powers do not all happen to fall according to anyone's plans. Alternatively there could just be <em>substantial</em> subclass spell lists of extra spells they automatically know.</p><p></p><p>That said, I think some people are overstating the "class doesn't match the lore" aspect in as much as the attempts to match the lore were really in the subclasses. Storm Sorcerer is pretty weak, all things considered, but every subclass ability they get is 100% on brand for "person with innate mastery of stormy magic". I think the option to have winds whip around you and carry you 10 feet whenever you cast a spell is one of the most stylishly lore evoking abilities in the game. The only place they fail for me <em>on lore</em> is not getting automatic mastery of more or less every wind, thunder, and lightning related spell in the game and instead having to make tough choices between spells that fit their lore and optimizing to actually be effective without ever knowing more than 15 spells. They then further fail on mechanics in having fairly weak subclass abilities, with three different ones (including the Tempestuous Magic ability I already referenced) focused on them being in close range of enemies, something a Sorcerer should generally avoid allowing to happen, and the one truly powerful one being at will flight that doesn't arrive until level 18.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 7992162, member: 6988941"] Other spellcasters learn magic; Sorcerers are magic. If I was going to really lean heavily into giving Sorcerers a core feature that fit the flavor of what they are supposed to be it would be to have them gain an extra spell [U]chosen at random[/U] every level (or every other, or whatever), perhaps from a list of options for their subclass for that level. The point being that they are not some nerdy Wizard who chose a course of study and planned what he would work to be good at, the Sorcerer is a prodigy by nature whose powers do not all happen to fall according to anyone's plans. Alternatively there could just be [I]substantial[/I] subclass spell lists of extra spells they automatically know. That said, I think some people are overstating the "class doesn't match the lore" aspect in as much as the attempts to match the lore were really in the subclasses. Storm Sorcerer is pretty weak, all things considered, but every subclass ability they get is 100% on brand for "person with innate mastery of stormy magic". I think the option to have winds whip around you and carry you 10 feet whenever you cast a spell is one of the most stylishly lore evoking abilities in the game. The only place they fail for me [I]on lore[/I] is not getting automatic mastery of more or less every wind, thunder, and lightning related spell in the game and instead having to make tough choices between spells that fit their lore and optimizing to actually be effective without ever knowing more than 15 spells. They then further fail on mechanics in having fairly weak subclass abilities, with three different ones (including the Tempestuous Magic ability I already referenced) focused on them being in close range of enemies, something a Sorcerer should generally avoid allowing to happen, and the one truly powerful one being at will flight that doesn't arrive until level 18. [/QUOTE]
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