Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Sorcerer class improvement house rule
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Blue" data-source="post: 7823521" data-attributes="member: 20564"><p>No, they are not. This is the problem I bolded in my first statement. They have very different identities.</p><p></p><p>The wizard is a master of wide spell selection, changing their spells every long rest, and having the best ritual casting of any class in the book because they don't have to have a spell known/prepared. The get almost no base class (vs. subclass) features as they level up because their casting is so good. They start with a wide spell selection, add to it faster than other arcane casters, and have mechanisms to grow it through play. They also get a very wide spell list with more choices on it to enable their specialty of wide spell scope.</p><p></p><p>A sorcerer is a master of just a few spells, but being able to do a lot with them. They get metamagic that allows them to manipulate that magic in ways that others can not, from twinning single target spells (amazing with buff spells), to casting unnoticed in social situations / uncounterable in combat situation, to a bunch of other ways to get more from a limited spell selection. They gain sorcery points to fuel this but could also do things like break down slots and construct slots. Not only is their spells known small, it comes from a narrower list.</p><p></p><p></p><p></p><p>They gave then exactly what you said - unique features. The part that you are also missing is that they also gave the wizard unique features. You are asking for a sorcerer with the wizard unique features, and ignoring the sorcerer unique features. That's not a problem with the game design.</p></blockquote><p></p>
[QUOTE="Blue, post: 7823521, member: 20564"] No, they are not. This is the problem I bolded in my first statement. They have very different identities. The wizard is a master of wide spell selection, changing their spells every long rest, and having the best ritual casting of any class in the book because they don't have to have a spell known/prepared. The get almost no base class (vs. subclass) features as they level up because their casting is so good. They start with a wide spell selection, add to it faster than other arcane casters, and have mechanisms to grow it through play. They also get a very wide spell list with more choices on it to enable their specialty of wide spell scope. A sorcerer is a master of just a few spells, but being able to do a lot with them. They get metamagic that allows them to manipulate that magic in ways that others can not, from twinning single target spells (amazing with buff spells), to casting unnoticed in social situations / uncounterable in combat situation, to a bunch of other ways to get more from a limited spell selection. They gain sorcery points to fuel this but could also do things like break down slots and construct slots. Not only is their spells known small, it comes from a narrower list. They gave then exactly what you said - unique features. The part that you are also missing is that they also gave the wizard unique features. You are asking for a sorcerer with the wizard unique features, and ignoring the sorcerer unique features. That's not a problem with the game design. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Sorcerer class improvement house rule
Top