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<blockquote data-quote="Asisreo" data-source="post: 8001919" data-attributes="member: 7019027"><p>At low levels, plenty of spellcasters are making those decisions. Like the warlock or paladin or ranger. I mean, even when you run out of spell slots, a sorcerer has <strong>the</strong> most amount of cantrips of any spellcaster. They can choose light, firebolt, minor illusion, and maybe ray of frost and chill touch. This gives versatility in-and-out of combat at-will. </p><p></p><p>It's completely untrue that a sorcerer can only affect a battle once. Even a warlock can affect a battle twice. And even if you go full Nova turn one, you still have enough to full Nova the second or even third turn since it's impossible to dump every single one of your resources on the first turn.</p><p></p><p>And wizards at low level are roughly the same. At 2nd level, they're actually just as prone to bad decision-making. When they hit 3rd-level, they get 2 chances of using good 2nd-level spells and they might waste it casting ray of enfeeblement because they don't really know how good or bad their options are in the moment. A sorcerer gets 4 of those same types of mistakes and understand that while it might "use" metamagic, if you want to compare yourself to the wizard, he didn't have metamagic to use in the first place. He didn't have the choice to convert spell slots. </p><p></p><p>So are you saying too many choices are bad? Because that would also make the wizard quite an awful pick. They have a plethora of options, remembering spellcasting is practically all they have to their name, that can be used up and inappropriately burnt. They only benefit from 1 short rest. The whole thing about "wizards being good" is that they have a bunch of choices but when the sorcerer gets choices, suddenly it's dangerous and might cause them to be weaker throughout the day? </p><p></p><p>At higher levels, certainly about 7th if you've had a chance to twin polymorph. You have plenty of resources to shift battles more than once. You can actually quicken fireball and still have enough to twin polymorph. It would have to be on a different turn but it's the same for the wizard, isn't it? And any other spellcaster except someone that dipped fighter. </p><p></p><p>At 7th-level, you have 11 spell slots. You can cast 11 leveled spells. Apparently, there's some games that only has one or two 5-6 round combat so you might find there's more spellslots than you have rounds to cast them. </p><p></p><p>If you need to get a better idea, you may have run into the "spell point variant" thing from the DMG. Spell points are much more fluid than spell slots and sorcerer actually just gets more spell points than anyone else because of their sorcery points. Of course, wizards get similar amounts after taking a short rest but actually, the dynamic with metamagic shows how interesting the design is. </p><p></p><p>Think of metamagic less of a way of manipulating spells and more of a way of casting a spell within a spell. Most metamagics cost about half of a first level slot, quicken is a whole first level slot, twin is about the same cost of the spell you're attaching it to with a discount. Now, the cost raises when you convert but sometimes, you don't need to convert or choose. </p><p></p><p>If you really want to know the number of metamagics a sorcerer can do, it's about 11 at level 3. They can subtle/twin/empower/careful/distance/extend eleven times in a full rest. So think of it as a spectrum between only metamagic, only spellslots, and what happens when you go in-between.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8001919, member: 7019027"] At low levels, plenty of spellcasters are making those decisions. Like the warlock or paladin or ranger. I mean, even when you run out of spell slots, a sorcerer has [B]the[/B] most amount of cantrips of any spellcaster. They can choose light, firebolt, minor illusion, and maybe ray of frost and chill touch. This gives versatility in-and-out of combat at-will. It's completely untrue that a sorcerer can only affect a battle once. Even a warlock can affect a battle twice. And even if you go full Nova turn one, you still have enough to full Nova the second or even third turn since it's impossible to dump every single one of your resources on the first turn. And wizards at low level are roughly the same. At 2nd level, they're actually just as prone to bad decision-making. When they hit 3rd-level, they get 2 chances of using good 2nd-level spells and they might waste it casting ray of enfeeblement because they don't really know how good or bad their options are in the moment. A sorcerer gets 4 of those same types of mistakes and understand that while it might "use" metamagic, if you want to compare yourself to the wizard, he didn't have metamagic to use in the first place. He didn't have the choice to convert spell slots. So are you saying too many choices are bad? Because that would also make the wizard quite an awful pick. They have a plethora of options, remembering spellcasting is practically all they have to their name, that can be used up and inappropriately burnt. They only benefit from 1 short rest. The whole thing about "wizards being good" is that they have a bunch of choices but when the sorcerer gets choices, suddenly it's dangerous and might cause them to be weaker throughout the day? At higher levels, certainly about 7th if you've had a chance to twin polymorph. You have plenty of resources to shift battles more than once. You can actually quicken fireball and still have enough to twin polymorph. It would have to be on a different turn but it's the same for the wizard, isn't it? And any other spellcaster except someone that dipped fighter. At 7th-level, you have 11 spell slots. You can cast 11 leveled spells. Apparently, there's some games that only has one or two 5-6 round combat so you might find there's more spellslots than you have rounds to cast them. If you need to get a better idea, you may have run into the "spell point variant" thing from the DMG. Spell points are much more fluid than spell slots and sorcerer actually just gets more spell points than anyone else because of their sorcery points. Of course, wizards get similar amounts after taking a short rest but actually, the dynamic with metamagic shows how interesting the design is. Think of metamagic less of a way of manipulating spells and more of a way of casting a spell within a spell. Most metamagics cost about half of a first level slot, quicken is a whole first level slot, twin is about the same cost of the spell you're attaching it to with a discount. Now, the cost raises when you convert but sometimes, you don't need to convert or choose. If you really want to know the number of metamagics a sorcerer can do, it's about 11 at level 3. They can subtle/twin/empower/careful/distance/extend eleven times in a full rest. So think of it as a spectrum between only metamagic, only spellslots, and what happens when you go in-between. [/QUOTE]
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