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General Tabletop Discussion
*Dungeons & Dragons
Sorcerer experiment - your thoughts?
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<blockquote data-quote="Quickleaf" data-source="post: 8966772" data-attributes="member: 20323"><p>Great feedback! I appreciate it, Stalker.</p><p></p><p>1) Mishaps</p><p></p><p>While I deliberated avoided any overarching rule that might say "if you fail your cast roll, your spell doesn't cast", you're right that several of the miscasts really negate the sorcerer's action. Definitely miscasts #4 (random target), #6 (reversal), and #10 (delayed) I need to add a proviso at the end: <span style="color: rgb(251, 160, 38)">However, you regain the action you used to cast the spell,</span> <span style="color: rgb(251, 160, 38)">and can immediately cast a spell without needing to roll to cast it. </span>I think that might meet my intent (that sorcerer's spells can go very wrong), while also meeting the game need (not to negate the sorcerer player's turn).</p><p></p><p>2) Overchannel</p><p></p><p>Exactly, it's probably more for the versatility than strictly raw power...yeah, your suggestion about casting sorcerer spells of a level you can cast but that you don't know synchs up with what I'm aiming for. While I really like [USER=205]@TwoSix[/USER] 's idea about "learning by doing / developing spell known through play", I agree with you that's probably too much needless burden of tracking on the player.</p><p></p><p>3) Spell Emulation</p><p></p><p>Yeah, the sorcerer could use Spell Emulation concurrently with Overchannel to (a) emulate a spell they see, that is (b) of higher level than they could normally cast. Maybe to clarify this synchronicity I should include language under Spell Emulation that "for 10 minutes that spell is added to your sorcerer list until you cast it"?</p><p></p><p>EDIT: Oh, I can just remove the "sorcerer" bit from "You may attempt to cast sorcerer spells beyond your normal ability" and it all works fine.</p><p></p><p>The idea is that all of these features start to play together the more an encounter goes on and the more the player plays their sorcerer, so it starts simple enough, but then the mishaps start to pile up, they start taking bigger risks, start burning through spell slots due to mishaps, burning through Sorcery Points to try to avoid mishaps / mitigate Overchannel exhaustion, etc. Like a flaming ball rolling down the hill gaining momentum, I hope the play style feels more frenetic than other spellcasters.</p></blockquote><p></p>
[QUOTE="Quickleaf, post: 8966772, member: 20323"] Great feedback! I appreciate it, Stalker. 1) Mishaps While I deliberated avoided any overarching rule that might say "if you fail your cast roll, your spell doesn't cast", you're right that several of the miscasts really negate the sorcerer's action. Definitely miscasts #4 (random target), #6 (reversal), and #10 (delayed) I need to add a proviso at the end: [COLOR=rgb(251, 160, 38)]However, you regain the action you used to cast the spell,[/COLOR] [COLOR=rgb(251, 160, 38)]and can immediately cast a spell without needing to roll to cast it. [/COLOR]I think that might meet my intent (that sorcerer's spells can go very wrong), while also meeting the game need (not to negate the sorcerer player's turn). 2) Overchannel Exactly, it's probably more for the versatility than strictly raw power...yeah, your suggestion about casting sorcerer spells of a level you can cast but that you don't know synchs up with what I'm aiming for. While I really like [USER=205]@TwoSix[/USER] 's idea about "learning by doing / developing spell known through play", I agree with you that's probably too much needless burden of tracking on the player. 3) Spell Emulation Yeah, the sorcerer could use Spell Emulation concurrently with Overchannel to (a) emulate a spell they see, that is (b) of higher level than they could normally cast. Maybe to clarify this synchronicity I should include language under Spell Emulation that "for 10 minutes that spell is added to your sorcerer list until you cast it"? EDIT: Oh, I can just remove the "sorcerer" bit from "You may attempt to cast sorcerer spells beyond your normal ability" and it all works fine. The idea is that all of these features start to play together the more an encounter goes on and the more the player plays their sorcerer, so it starts simple enough, but then the mishaps start to pile up, they start taking bigger risks, start burning through spell slots due to mishaps, burning through Sorcery Points to try to avoid mishaps / mitigate Overchannel exhaustion, etc. Like a flaming ball rolling down the hill gaining momentum, I hope the play style feels more frenetic than other spellcasters. [/QUOTE]
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