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<blockquote data-quote="Asisreo" data-source="post: 8002179" data-attributes="member: 7019027"><p>But it's all the same. A wizard cuts off access to 2nd-level spells because they casted them too often. That doesn't make 2nd level spells bad. </p><p></p><p></p><p>Is your argument that metamagics should be at-will? It's not like sorcerers don't have quite alot of spellslots. Or are you just saying that sorcerers are bad because they aren't wizards. It's called opportunity cost because everyone can't have everything cool at-will as if they're a martial. </p><p></p><p>But sorcerer players aren't dumb. They can see their resources. A player's IQ doesn't go down for choosing sorcerer. If they don't need to go that hard, then they won't. Even at low level, a sorcerer should know better than to quicken poison spray or something. The option is there if you need the damage.</p><p></p><p></p><p>They are separate pools but it's the same conversion rate. It's basically the same. 3 sorcery points is not 2 spell points, it's 3 spell points because it simulates the cost of a 2nd level spell. 7 sorcery points converts to 7 spell points. </p><p></p><p></p><p>3+(4*1)+(2*2)=11 sorcery points. Read my list again, I made no mention of quicken on purpose. Assuming all cantrips, you can use metamagic 11 times before a long rest. The thing about it is that <strong>you don't need to commit</strong>. Nothing is forcing you to <em>actually</em> cast 11 metamagics. Or using your sorcery points to convert. It's an <strong>option</strong>. An opportunity cost. Just don't blow all your sorcery points/spell slots on useless crap. </p><p></p><p>It's called balance and decision making. You keep saying it "shuts down the most important ability." But that's up for debate, right? Why is metamagic more important than casting 4 2nd-level spells? It depends. You can't predict all situations and neither can a sorcerer player, but guess what? They can adapt. That's what they have. Adaptability. We can whiteboard calculate all day about the minimums and maximums but they aren't committed to either.</p><p></p><p></p><p>That's not even a comparison. A wizard casting <em>an extra</em> spell actually does lose potential from Arcane Recovery for a long rest because in order for them to have an extra spell, they'd have to use Arcane Recovery which is also a long rest resource. But sorcerers can use their "arcane recovery" to twin haste or make <em>more</em> spells than arcane recovery can. </p><p></p><p>At 7th level, a wizard can make one 3rd level spell. At 7th level, a sorcerer can make one 5th level spell which is actually a larger spellslot than spell levels they have. They can still upcast, though. </p><p></p><p><strong>but</strong>, and hold onto something, the sorcerer can do more than just replenish his spell slots, if he so chooses, he can actually use them for metamagic instead. And that gives him <strong>versatility</strong> and <strong>power</strong>.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8002179, member: 7019027"] But it's all the same. A wizard cuts off access to 2nd-level spells because they casted them too often. That doesn't make 2nd level spells bad. Is your argument that metamagics should be at-will? It's not like sorcerers don't have quite alot of spellslots. Or are you just saying that sorcerers are bad because they aren't wizards. It's called opportunity cost because everyone can't have everything cool at-will as if they're a martial. But sorcerer players aren't dumb. They can see their resources. A player's IQ doesn't go down for choosing sorcerer. If they don't need to go that hard, then they won't. Even at low level, a sorcerer should know better than to quicken poison spray or something. The option is there if you need the damage. They are separate pools but it's the same conversion rate. It's basically the same. 3 sorcery points is not 2 spell points, it's 3 spell points because it simulates the cost of a 2nd level spell. 7 sorcery points converts to 7 spell points. 3+(4*1)+(2*2)=11 sorcery points. Read my list again, I made no mention of quicken on purpose. Assuming all cantrips, you can use metamagic 11 times before a long rest. The thing about it is that [B]you don't need to commit[/B]. Nothing is forcing you to [I]actually[/I] cast 11 metamagics. Or using your sorcery points to convert. It's an [B]option[/B]. An opportunity cost. Just don't blow all your sorcery points/spell slots on useless crap. It's called balance and decision making. You keep saying it "shuts down the most important ability." But that's up for debate, right? Why is metamagic more important than casting 4 2nd-level spells? It depends. You can't predict all situations and neither can a sorcerer player, but guess what? They can adapt. That's what they have. Adaptability. We can whiteboard calculate all day about the minimums and maximums but they aren't committed to either. That's not even a comparison. A wizard casting [I]an extra[/I] spell actually does lose potential from Arcane Recovery for a long rest because in order for them to have an extra spell, they'd have to use Arcane Recovery which is also a long rest resource. But sorcerers can use their "arcane recovery" to twin haste or make [I]more[/I] spells than arcane recovery can. At 7th level, a wizard can make one 3rd level spell. At 7th level, a sorcerer can make one 5th level spell which is actually a larger spellslot than spell levels they have. They can still upcast, though. [B]but[/B], and hold onto something, the sorcerer can do more than just replenish his spell slots, if he so chooses, he can actually use them for metamagic instead. And that gives him [B]versatility[/B] and [B]power[/B]. [/QUOTE]
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