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<blockquote data-quote="MostlyHarmless42" data-source="post: 7993592" data-attributes="member: 6845520"><p>What I'm currently playtesting in my game with a player are the following changes. So far she has been powerful, but by no means has been outshadowing the other players or what I'd consider unreasonable:</p><p></p><p>1) I gave sorcerers each origin spells (like the cleric domains) to pick from, though as a balance to keep them from learning too much too fast, I give them one spell at each odd level, chosen from their list (two spells of each 1st - 5th level). Eventually they get them all at 19th level. She went Divine Soul, so I just gave her the choice of a cleric domain. She chose Life Domain. Originally she learn them all like the cleric, but it was very quickly noticed at low levels that she now had almost twice the spells known as our warlock at level 5, which is why I made it to one for each odd level.</p><p></p><p>2) I also gave sorcerers one extra metamagic at 7th level, and 13th level. I felt the main issue with metamagic is two issues, that some are so much better than others and because your do not gain a 3rd metamagic until 10th level, it really encourages people to optimize. The second issue is lack of spell points, particularly if you choose an Origin that uses spell points for it's abilities (frankly what I feel was an outright blunder on WoTC's part). This latter issue I fixed with point 3. I've also been quite open to adding other options (i.e. Elemental spell) or houseruling ones like Careful spell to negate all damage on aoes instead of just half. She has been using fireball liberally with this houserule, much to her enjoyment.</p><p></p><p>3) I added a new ability based off of Arcane Recovery. Once per day by finishing a short rest, the sorcerer can recover a number of spell points equal to half their level. I settled on this because I felt that giving them full spell points every short rest would likely have been too much in combination with the other changes above.</p><p></p><p>I did give my sorcerer the choice between testing either the changes I'm describing OR spell points on short rest. She chose what I've listed. Had she chosen the other option, my main concern from balancing would have been keeping an eye on potential abuse for converting spell points back to spell slots. A solution to this might be to remove allowing them to recover slots through points or implement some sort of cap (maybe up to their level slots?) She has been using her points for metamagic and making new slots equally, so removing it would probably not be fun. A cap is probably the better option.</p><p></p><p>4) I also added quite a few spells to the sorcerer list and gave them ritual casting. I'd do this even if I did give them spell points on short rest instead of an extra couple metamagics and origin spells. [If I did pursue the short rest spell points option, I'd likely do them with original spells added to their list but no automatically learned (like warlock).] Frankly it is outright absurd that Sorcerer is the <em>only </em>full level caster in the game that does not have ritual casting. It is likely the main thing I think that will make a sorcerer envious of the wizard when trying to be the party's "arcane guy", and while I do limit them to having to know the spell to ritual cast it (like the bard), it is almost an oversight they did not give sorcerers this mechanic, or at least something like being treated as a spell focus naturally to compensate for not having it.</p><p></p><p>I gave my sorcerer the choice of either ritual casting or being a spell focus for the sake of testing. She chose ritual casting, though has honestly not used it much, mostly because her character is hyper focused on fire magic and healing and the party warlock went pact of the tome.</p><p></p><p>For reference the spells I added to the sorcerer list were the following: <em>primal savagery, find familiar, grease, identify, protection from evil and good, unseen servant, flame blade, flaming sphere, gentle repose, silence, phantom steed, vampiric touch, fire shield, contact other plane, flesh to stone, Rary’s telepathic bond, demiplane, foresight</em></p><p></p><p>5) I've also removed concentration from a few spells, buffed chaos bolt's damage slightly, and made a few other spell tweaks, but these changes all aren't just limited in scope to the sorcerer. Just adding them here for reference.</p><p></p><p>Overall I still go back and forth whether my suggestions are the better option or the simpler and less invasive change option of giving spell points on short rest and adding a list of origin spells to the sorcerer list and giving them either ritual casting with more spells thrown on the sorcerer list in general or letting them be their own Spell Focus is the better call. Your mileage may vary.</p></blockquote><p></p>
[QUOTE="MostlyHarmless42, post: 7993592, member: 6845520"] What I'm currently playtesting in my game with a player are the following changes. So far she has been powerful, but by no means has been outshadowing the other players or what I'd consider unreasonable: 1) I gave sorcerers each origin spells (like the cleric domains) to pick from, though as a balance to keep them from learning too much too fast, I give them one spell at each odd level, chosen from their list (two spells of each 1st - 5th level). Eventually they get them all at 19th level. She went Divine Soul, so I just gave her the choice of a cleric domain. She chose Life Domain. Originally she learn them all like the cleric, but it was very quickly noticed at low levels that she now had almost twice the spells known as our warlock at level 5, which is why I made it to one for each odd level. 2) I also gave sorcerers one extra metamagic at 7th level, and 13th level. I felt the main issue with metamagic is two issues, that some are so much better than others and because your do not gain a 3rd metamagic until 10th level, it really encourages people to optimize. The second issue is lack of spell points, particularly if you choose an Origin that uses spell points for it's abilities (frankly what I feel was an outright blunder on WoTC's part). This latter issue I fixed with point 3. I've also been quite open to adding other options (i.e. Elemental spell) or houseruling ones like Careful spell to negate all damage on aoes instead of just half. She has been using fireball liberally with this houserule, much to her enjoyment. 3) I added a new ability based off of Arcane Recovery. Once per day by finishing a short rest, the sorcerer can recover a number of spell points equal to half their level. I settled on this because I felt that giving them full spell points every short rest would likely have been too much in combination with the other changes above. I did give my sorcerer the choice between testing either the changes I'm describing OR spell points on short rest. She chose what I've listed. Had she chosen the other option, my main concern from balancing would have been keeping an eye on potential abuse for converting spell points back to spell slots. A solution to this might be to remove allowing them to recover slots through points or implement some sort of cap (maybe up to their level slots?) She has been using her points for metamagic and making new slots equally, so removing it would probably not be fun. A cap is probably the better option. 4) I also added quite a few spells to the sorcerer list and gave them ritual casting. I'd do this even if I did give them spell points on short rest instead of an extra couple metamagics and origin spells. [If I did pursue the short rest spell points option, I'd likely do them with original spells added to their list but no automatically learned (like warlock).] Frankly it is outright absurd that Sorcerer is the [I]only [/I]full level caster in the game that does not have ritual casting. It is likely the main thing I think that will make a sorcerer envious of the wizard when trying to be the party's "arcane guy", and while I do limit them to having to know the spell to ritual cast it (like the bard), it is almost an oversight they did not give sorcerers this mechanic, or at least something like being treated as a spell focus naturally to compensate for not having it. I gave my sorcerer the choice of either ritual casting or being a spell focus for the sake of testing. She chose ritual casting, though has honestly not used it much, mostly because her character is hyper focused on fire magic and healing and the party warlock went pact of the tome. For reference the spells I added to the sorcerer list were the following: [I]primal savagery, find familiar, grease, identify, protection from evil and good, unseen servant, flame blade, flaming sphere, gentle repose, silence, phantom steed, vampiric touch, fire shield, contact other plane, flesh to stone, Rary’s telepathic bond, demiplane, foresight[/I] 5) I've also removed concentration from a few spells, buffed chaos bolt's damage slightly, and made a few other spell tweaks, but these changes all aren't just limited in scope to the sorcerer. Just adding them here for reference. Overall I still go back and forth whether my suggestions are the better option or the simpler and less invasive change option of giving spell points on short rest and adding a list of origin spells to the sorcerer list and giving them either ritual casting with more spells thrown on the sorcerer list in general or letting them be their own Spell Focus is the better call. Your mileage may vary. [/QUOTE]
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