Sorcerer Fix - Continued from "D&D Rules" (PART 2)

As far as the light armor goes, I don't think sorcs should get it.

While we are trying to seperate wizards and sorcs, let's not bump into bard territory. This currently is an ability of bards, and with their own special style rightly so. I see no reason to give sorcs the same benefit, I think they are fine without light armor.
 

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Stalker0 said:
I'm a big fan of eschew materials. Its easy to put in, a lot of people house rule sorcs this way anyway so it has a lot of fan popularity.

I would not limit the higher gp spells (options not restrictions). I see nothing wrong with sorcs for certain powerful spells needed ingredients, as long as they don't need them for practically everything.

However, as an option you could allow sorcs to spend xp instead of the gp for those items. Its been suggested before in other threads and I think it has merit. That way the sorc has a choice. Xp is a harsh harsh price to pay but its does grant flexibility. Most sorcs will probably stick with using gp most of the time, but hey, its there if they need it, its cool, and not really unbalancing.

Alternatively, how about losing HP for casting spells too frequently or casting very powerful spells? I'm not exactly sure how this would work, but it would seem that using magic through will alone could tax sorcerers physically as they strain to pull of more powerful or more frequent effects. I imagine how much damage is taken, and whether it is lethal or non-lethal, would depend upon the nature of the campaign.
 

Al'Kelhar said:
Making the sorcerer an arcane spellcaster who spontaneously manifests arcane powers by sticking to a particular theme is a sufficient differentiator from wizards.

Remember, no-one's said the sorcerer sucks as a core class. There is a perception that it's a little weaker than the other core classes. You've already increased its power substantially by:
(a) increasing Hit Dice to d6;
(b) giving light armour proficiency;
(c) increasing skill points to 4 + Int bonus;
(d) increasing the number of class skills;
(e) increasing the number of spells known per level.

Indeed. In fact, I always thought this was the only thing the sorcerer needed to be balanced power-wise.

At 1st level, every sorcerer must choose an "Affinity" - which subsumes those concepts previously termed "herdity" and "spell path".

I like this, and it's similar to something I've thought about for quite a while. In addition, I like what you have for affinities so far, which is flavorful and makes sorcerers distinct from wizards.

5. Innate Abilities: At 2nd level, the sorcerer can use their 0-level Affinity spell as a spell-like ability 3 times/day. The sorcerer can elect to keep the spell in their list of known spells, or change it for another of equal level. If they elect to keep it in their list of known spells, they can use it as a spell-like ability more than 3 times/day, but each additional use "consumes" one of the sorcerer's 0-level spell slots for the day.

As an alternative, how about using the 0th-level affinity spell a number of times per day equal to the sorcerer's Charisma modifier in addition to the 0th-level spell slots granted to the sorcerer? And so on and so forth for the affinity spells of other levels.
 

Afrodyte said:
As an alternative, how about using the 0th-level affinity spell a number of times per day equal to the sorcerer's Charisma modifier in addition to the 0th-level spell slots granted to the sorcerer? And so on and so forth for the affinity spells of other levels.

I considered this, but remember that since the sorcerer receives bonus spell slots from Cha bonus, if the sorcerer chooses to keep the spell as one he knows and hence be able to cast it as a spell-like ability using spell slots, the Cha bonus would be double-counted. That is, the sorcerer would be able to use the spell as a spell-like ability a number of times per day equal to his Cha bonus + (base slots/day + Cha bonus). Or are you suggesting that, for this purpose, the bonus slots from high Cha aren't factored into the number of slots/day the sorcerer can "trade-in" to cast the affinity spell (in which case there's a bit more maths to do, which I would be against on the KISS principle).

Cheers, Al'Kelhar
 

Mass Reply 2

Ok, as much as I love some of the following Ideas, we have to hold on this style of idea till the “Advanced” class version which will focus on alternate rules and systems such as spell points or a “casting wound point” system, mutable class ability choices with pre-requisites etc, alternate rules systems, etc.

Please keep in mind that the basis here is to create a class that matches the style and simplicity (or genericism) of the core classes. As has been pointed out, the class needs to pass the K.I.S.S. test. THEN we can delve into the advanced Alt.Rules for an advanced build once we have the core set to build from.

  • Yes, I think the mixture and level requirements are fine. For the Sorcerer abilities I would like to see a menu of perhaps 10-20 abilities that have level and possibly heredity requirements.
  • Perhaps, however, you can allow them to define their own components for each spell with the restriction that each spell must have the same number of components that it would for a wizard, and allow them to come up with their own. In the spirit of HERO, you could add options for C(oncentration) components, SK(ill roll required) components, and others to further individualize the sorcerer's casting style.
  • Alternatively, how about losing HP for casting spells too frequently or casting very powerful spells? I'm not exactly sure how this would work, but it would seem that using magic through will alone could tax sorcerers physically as they strain to pull of more powerful or more frequent effects. I imagine how much damage is taken, and whether it is lethal or non-lethal, would depend upon the nature of the campaign.


I personally don't have a problem with sorcerer spells having components. I think components are an important limitation, actually, that helps balance the sorcerer's innate power.
Components as a whole I have conceded are necessary, what I (and a Lot of others) personally feel is that common material components (under 1gp) are not fitting to the sorcerer’s innate style, as the sorcerer IS the material component to the spell. More people than not however seem to think it is better to keep High Material Cost spells on the sorcerer spell list than to remove them. Materials under 1gp of value are nothing more than a “flavor” impact on spellcasting in my opinion.


Yes, I understood this. The vanilla sorcerer, I think, has struck a good balance between versatility and spells per day. Giving them more spells known, even only one per level, gives them too much power relative to the wizard.
All I will say is that you seem to be in the minority on this. Almost every discussion or pass at an Alt.Sorcerer agrees on the need to increase the spells known to a Sorcerer. Having play-tested the Sorcerer a number of times myself, I find that it is far too restrictive and is designed in such a way that it can only serve as a one trick pony for the most part or the player is forced to pick from the same set of highly limited spells that can be used for the most utility they can be squeezed for, which makes most sorcerers carbon copies of one another. In said case, we might as well pair down the spell list to just those spell. As I have said many times, the class needs more versatility to function well. Granting a few extra known spells, most of which are thematic in origin, does not step on the Wizard’s toes. Especially if one wants to bring the concept of spell design into the game. Not only can a Wizard know every Arcane spell from any source that a DM allows, but the Wizards can also craft spells of their own design.


Well, special spell selection should be balanced against the general sorcerer/wizard spell list. So a Celestial sorcerer might gain access to a subset of the clerical list but lose access to an equally potent subset of the wizard list. A Fire sorcerer would gain access to all spells with the Fire descriptor, but lose access to all spells with the Cold and Water descriptors. And so forth.
Losing access to one or more schools should usually be enough to balance adding a potent spell path or especially useful spells from another class's spell list, especially if it prevents them from using scrolls and wands from those schools.
Special Spell selection is a flavor addition and will be balanced both for correct flavor and power level.
Examples so far:
Dragon: May learn any spell with the energy descriptor of their dragon ancestor’s breath weapon type (if that dragon has more than one breath weapon, choose one descriptor). May not learn any spell of the chosen energy descriptor’s opposition energy descriptor.
Celestial: May learn any spell with the Light or Good descriptor as well as any spell from the Good Clerical Domain. May not learn any spell with the Darkness or Evil descriptor.
Fiend: May learn any spell with the Darkness or Evil descriptor as well as any spell from the Evil Clerical Domain. May not learn any spell with the Light or Good descriptor.
Shapeshifter: Unknown
Storm Giant: May learn any spell with the Air or Lightning descriptor as well as any spell from the Air and Weather Clerical Domains. May not learn any spell with the Fire descriptor.
Child of Nature: May learn any spell from the Druid spell list. May not learn any spell that creates or controls undead. (maybe all of Arcane Necromancy school?)
Child of the Elements: May learn any spell with the elemental or energy descriptor of their ancestor’s element. May not learn any spell of the chosen element and energy descriptor’s opposed alignment or energy descriptor.
Divine Receptacle: May learn any spell from the Cleric Domain spell lists available to the patron deity. Must choose two schools of arcane magic that are banned to the sorcerer.
Sorcerous Family: No special Access but Specialization instead.
The sorcerer chooses a single school of magic known as their specialty school. The sorcerer is most attuned with the spells from that given school. When choosing the specialist school, the sorcerer must also choose opposition schools that are banned to them. If they choose to specialize in Divination they may choose any one other school (excluding Universal). If they choose any other school they must choose any two schools of opposition except Divination and Universal. The benefit of sorcerous specialization is that the sorcerer gain one extra spell known, of their choice, per spell level, from their specialist school only. These nine bonus spells are cast as if the sorcerer were one level higher and they also increase the save DC of all spells used from the Specialty School by +1.


Some ability cha Mod or 3+ mod or whatever is fine... except for the metamagics. I still say allowing them free uses of metamagic that often could be overpowering.
I think with bonus metamagic feats useable n times a day, having metamagic feats not adding to casting time, and assorted other nuances, we're at risk of:
(a) making the sorcerer too complex
(b) making the sorcerer too powerful.
Ok. As I posted earlier there are ways to limit the “abuse”/power factor…

Metamagic Use: Gain one metamagic feat of choice from either: Eschew Materials, Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, or Still Spell (only feats with up to a 1 spell level adjustment may be chosen for this ability). This metamagic feat may be used “on-the fly” to effect any lineage spell the sorcerer knows, a number of times per day equal to 3+ the sorcerer’s Charisma modifier. This feat is used without prior preparation, increased spell level or extended casting time. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the sorcerer's spells. A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher level spell slot.

This is now a very limited ability. It is only Low Power feats - no Empower, Maximize, or Widen or any of the other over-1-level-adjustment metamagic feats that are floating around out there. It can also only be used on 9 spells at 20th level. Very limited but a nice flavorful addition to improve the “innate” feeling.

As to some of the other arguments:
How is this too complex? How is this more complex than Turning which is so complex it needs a full page of extra rules? Also, keep in mind this is not a free Bonus Metamagic feat. It cannot be used at will as often as desired nor can it be applied to any and all spells.


Making the sorcerer an arcane spellcaster who spontaneously manifests arcane powers by sticking to a particular theme is a sufficient differentiator from wizards.
The problem with this argument is there is no way to do this without writing an individual spell list for every possible sorcerer archetype. The lineage spells are for flavor but by now means making them stick to a theme. A Fire sorcerer may have his 9 fire spells, and may not be able to learn water/cold spells but they may not know a single other fire spell and instead take spells like Fly, MM, Wall of Force, Invisibility, etc. Definitely doesn’t make them “stick” to a particular theme.


Remember, no-one's said the sorcerer sucks as a core class. There is a perception that it's a little weaker than the other core classes. You've already increased its power substantially by:
(a) increasing Hit Dice to d6;
(b) giving light armour proficiency;
(c) increasing skill points to 4 + Int bonus;
(d) increasing the number of class skills;
(e) increasing the number of spells known per level.
The core class needs nothing more. Add anything more, and start taking some of the above away, otherwise you have a class that's not balanced against the other classes.
Actually in the original poll 41% felt the class was outright underpowered, 6% felt it was totally worthless and not even worth keeping and then 11 % others that felt that class was not well written and needed changed but were on the fence for “power/balance”.
increasing Hit Dice to d6 – This is based on the fact that sorcerers are supposed to be better trained in combat than wizards. That directly translates to better HP. This brings them to a median between Wizard (no combat training) and Druid/Cleric both combat trained.
giving light armour proficiency – Poll is still out on this one. But I will again argue that there is more to a Bard than the fact that it can wear armor. ALL classes that have any combat training as part of their design get armor. A Bard’s primary abilities are not even its magic, it is the Bardic Lore and their perform abilities, as well as a hugely spread list of class skills. Wearing armor doesn’t step on any class’s toes.
increasing skill points to 4 + Int bonus – Class specifically states it is a self-taught class. All of the self-taught classes have higher Skill Points. This brings it in line with the next lowest self-taught class, the druid.

As to balance against the other classes, I’ll again post parts of the analysis for those that missed it. (See the previous thread p.3 for the entire analysis.

CLASS SKILLS
Barbarian = 9 skills
Bard = 35 skills
Fighter = 7 skills
Monk = 18 skills
Paladin = 10 skills
Ranger = 19 skills
Rogue = 29 skills
Cleric = 10 skills (plus any domain skills acquired from domain choice)
Druid = 12 skills
Core Sorcerer = 6 skills
Wizard = 15 skills
Alt.Sorcerer = 8 skills (9 with choice of heredity)

Better than the Core Sorcerer which was by far the worst in the system, even to the Fighter. Now it is still at the low end of the class skills – along with the Fighter and Barbarian, and still 8 under the non-sorcerer class average of 16 skills.

CLASS ABILITIES
(Class Abilities {Special column} but counts Spells as a single Class Ability. Counts iterations of an ability as separate abilities where Iterations are such things as stacking Sneak Attacks. Does not count weapon and armor proficiency feats.)
Barbarian = 24 abilities (9 without iterations)
Bard = 15 abilities (12 without iterations)
Fighter = 11 abilities
Monk = 33 abilities (includes AC increase and speed; 25 without iterations)
Paladin = 19 abilities (11 without iterations)
Ranger = 18 abilities
Rogue = 24 abilities (10 without iterations)
Cleric = 5 abilities (including spontaneous swapping)
Druid = 25 abilities (including spontaneous swapping; 17 without iterations)
Core Sorcerer = 2 abilities
Wizard = 7 abilities
Alt.Sorcerer = 10 abilites

The average number of class abilities (not counting the core Sorcerer which is the weakest in class abilities of ALL classes):
The average number of class abilities:
Pure Melee (Barbarian, Fighter, Monk, Rogue) = 23 abilities (13 w/o iterations)
Hybrid-Caster (Bard, Paladin, Ranger) = 17 abilities (13 w/o iterations)
Pure Casters (Cleric, Druid, Wizard) = 12 abilities (10 w/o iterations).

The Alt.Sorcerer brings this UP to the average of pure casters (w/o iterations), below average with iterations.

SPELLS
Class………Ave. Maximum Spells Per Day…|…Ave Spells Known…|…Preparation
Cleric………………….5.6/SL…………………….22 / SL……………….Prepared / No Fail
Druid………………….4.7/SL……………………..17 / SL……………….Prepared / No Fail
Core Sorcerer…………6/SL……………………….4 / SL…………………Unprepared / Fail
Wizard………………...4/SL……………………….37 / SL……………….Prepared / Fail
Specialist Wizard……..5/SL………………………..***………………….. Prepared / Fail
*** As Wizard minus restricted School(s) otherwise still unlimited arcana.
Alt.Sorcerer…………6/SL……………………5.9 / SL…………Unprepared / Fail
(updated to include the lineage spells)

Overall, I think the Sorcerer still remains balanced. There is little change in its magic as far as known spells, increasing all of 13 known spells over the core class (and that’s by 20th level), especially when the class still remains on the lower end of the food chain of all of the other class mechanic structures such as skills, skill points, HD, combat, etc.


Each Affinity has five elements: {Snip}
I think I will go with “Lineage” as a working term over Affinity. It has a better ring to it and is technically more grammatically appropriate.

Where does the General Non-Affinity sorcerer fall into this? Simply call it “General Sorcerer” or “Unknown Lineage” or “Mixed Lineage”?

That would make the choices thus: (13 lineage choices)
General Lineage, Dragonic Lineage, Celestial Lineage, Fiendish Lineage, Shifter Lineage, Giant Lineage, Child of Nature Lineage, Child of Air Lineage, Child of Earth Lineage, Child of Fire Lineage, Child of Water Lineage, Divine Receptacle Lineage, Sorcerous Family Lineage.

As for the progression: I believe it would fall to 2, 8, 14 and 20 to keep a balanced spread. I am also not sure if it should be based on spell level 0,1,2,3 or 1,2,3,4? Most classes and races that grant spell-like abilities grant 1st level spell abilities. Also keep in mind that 20th level ability should be an incentive to stay with the class 20 levels. Gaining a 3rd level innate ability at 20th level is mediocre at best.

As for linking the Innate Ability to the Lineage spells: This makes great sense to the thematic ideals, but it eliminates the ability to restrict the innate spells to Personal Only spells. Suggestion? Which is better for the class - the thematic link or the Personal Only restriction?

As for Innate Ability use per day: I think I have to agree that this should be linked to Charisma.
It has been well stated by many people that the Sorcerer’s Charisma does not have enough utility to balance with the other class benefits fro their primary stat. Linking these to Charisma would give the Sorcerer a boon (other than spell use) to their charisma – AND it follows a core mechanic already in place for various other classes. The question is how many. 3+Cha Mod, 1+Cha Mod or just Cha Mod?

The average Sorcerer will have a 16 Charisma (+3) which would grant (in order): 6/day, 4/day or 3/day. This however, penalizes those with lower Charisma sorcerers such as multiclassers. However I would be inclined to vote for: A number of times per day equal to the sorcerer’s Charisma modifier.

However, a “Power” Sorcerer at 20th level could potentially have a 34 Charisma (+12) from an18 Base + 4 Race/Template + 5 level adjustments + 6 Charisma Item + 1 Tome (possibly even higher).

As to…
I considered this, but remember that since the sorcerer receives bonus spell slots from Cha bonus, if the sorcerer chooses to keep the spell as one he knows and hence be able to cast it as a spell-like ability using spell slots, the Cha bonus would be double-counted. That is, the sorcerer would be able to use the spell as a spell-like ability a number of times per day equal to his Cha bonus + (base slots/day + Cha bonus). Or are you suggesting that, for this purpose, the bonus slots from high Cha aren't factored into the number of slots/day the sorcerer can "trade-in" to cast the affinity spell (in which case there's a bit more maths to do, which I would be against on the KISS principle).
As for the argument of “Double Charisma Bonus” I don’t see much in the way of difference. If a Sorcerer with a 16 Charisma (+3) gains an innate ability that they can use “Charisma Mod.” times per day + any times they could cast the spell normally – what’s the difference from a sorcerer who can cast it 3/day + any times they could cast it normally?

I think the simplest solution would be remove the choice to keep the spell as a “known spell”. This would fall under the “Spell Evolution” idea. If you are limiting the Innate Ability to ONLY the lineage spells, then it is an evolution of the power. The spell becomes an Innate Spell-Like ability and is no longer a known spell. Clean, simple.


Thoughts?
 
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Khaalis said:
Mass Reply 2
...
Thoughts?
...
The problem with this argument is there is no way to do this without writing an individual spell list for every possible sorcerer archetype. The lineage spells are for flavor but by now means making them stick to a theme. A Fire sorcerer may have his 9 fire spells, and may not be able to learn water/cold spells but they may not know a single other fire spell and instead take spells like Fly, MM, Wall of Force, Invisibility, etc. Definitely doesn’t make them “stick” to a particular theme.

That's fine. No-one says that a cleric with access to the Trickery Domain has to prepare only spells which make them sneaky. I have no problem with a sorcerer having a Fire Affinity, for example, knowing no other spells with the [Fire] descriptor than those in the Affinity spell list. It's the player's choice and DM's look-out.

Khaalis said:
Actually in the original poll 41% felt the class was outright underpowered, 6% felt it was totally worthless and not even worth keeping and then 11 % others that felt that class was not well written and needed changed but were on the fence for “power/balance”.

Wouldn't that leave 42% either undecided or satisfied that the class was balanced? If so, I'd make dramatic changes only at my own peril.

Khaalis said:
As to balance against the other classes, I’ll again post parts of the analysis for those that missed it. (See the previous thread p.3 for the entire analysis.

CLASS SKILLS
Barbarian = 9 skills
Bard = 35 skills
Fighter = 7 skills
Monk = 18 skills
Paladin = 10 skills
Ranger = 19 skills
Rogue = 29 skills
Cleric = 10 skills (plus any domain skills acquired from domain choice)
Druid = 12 skills
Core Sorcerer = 6 skills
Wizard = 15 skills
Alt.Sorcerer = 8 skills (9 with choice of heredity)

Better than the Core Sorcerer which was by far the worst in the system, even to the Fighter. Now it is still at the low end of the class skills – along with the Fighter and Barbarian, and still 8 under the non-sorcerer class average of 16 skills.

CLASS ABILITIES
(Class Abilities {Special column} but counts Spells as a single Class Ability. Counts iterations of an ability as separate abilities where Iterations are such things as stacking Sneak Attacks. Does not count weapon and armor proficiency feats.)
Barbarian = 24 abilities (9 without iterations)
Bard = 15 abilities (12 without iterations)
Fighter = 11 abilities
Monk = 33 abilities (includes AC increase and speed; 25 without iterations)
Paladin = 19 abilities (11 without iterations)
Ranger = 18 abilities
Rogue = 24 abilities (10 without iterations)
Cleric = 5 abilities (including spontaneous swapping)
Druid = 25 abilities (including spontaneous swapping; 17 without iterations)
Core Sorcerer = 2 abilities
Wizard = 7 abilities
Alt.Sorcerer = 10 abilites

The average number of class abilities (not counting the core Sorcerer which is the weakest in class abilities of ALL classes):
The average number of class abilities:
Pure Melee (Barbarian, Fighter, Monk, Rogue) = 23 abilities (13 w/o iterations)
Hybrid-Caster (Bard, Paladin, Ranger) = 17 abilities (13 w/o iterations)
Pure Casters (Cleric, Druid, Wizard) = 12 abilities (10 w/o iterations).

The Alt.Sorcerer brings this UP to the average of pure casters (w/o iterations), below average with iterations.

SPELLS
Class………Ave. Maximum Spells Per Day…|…Ave Spells Known…|…Preparation
Cleric………………….5.6/SL…………………….22 / SL……………….Prepared / No Fail
Druid………………….4.7/SL……………………..17 / SL……………….Prepared / No Fail
Core Sorcerer…………6/SL……………………….4 / SL…………………Unprepared / Fail
Wizard………………...4/SL……………………….37 / SL……………….Prepared / Fail
Specialist Wizard……..5/SL………………………..***………………….. Prepared / Fail
*** As Wizard minus restricted School(s) otherwise still unlimited arcana.
Alt.Sorcerer…………6/SL……………………5.9 / SL…………Unprepared / Fail
(updated to include the lineage spells)

Overall, I think the Sorcerer still remains balanced. There is little change in its magic as far as known spells, increasing all of 13 known spells over the core class (and that’s by 20th level), especially when the class still remains on the lower end of the food chain of all of the other class mechanic structures such as skills, skill points, HD, combat, etc.

I think you're approaching balance on too shallow a level. Lies, damn lies, and statistics, and all that. YMMV

Khaalis said:
I think I will go with “Lineage” as a working term over Affinity. It has a better ring to it and is technically more grammatically appropriate.

Where does the General Non-Affinity sorcerer fall into this? Simply call it “General Sorcerer” or “Unknown Lineage” or “Mixed Lineage”?

That would make the choices thus: (13 lineage choices)
General Lineage, Dragonic Lineage, Celestial Lineage, Fiendish Lineage, Shifter Lineage, Giant Lineage, Child of Nature Lineage, Child of Air Lineage, Child of Earth Lineage, Child of Fire Lineage, Child of Water Lineage, Divine Receptacle Lineage, Sorcerous Family Lineage.

I think you might've missed my point on "Affinity". It's a concept to cover both those sorcerers who have some sort of ancestral or mystical tie to some source of arcane power - your "Lineage" - and those sorcerers who are just good at, like, or even study (shock, horror, that's too much like a wizard) arcane power with a particular theme. One concept good, two concepts bad.

One Affinity is the "base sorcerer", which the class defaults to if the player doesn't elect another one. It would have no restrictions on who might take it, the benefit would be the Eschew Materials as a bonus feat, and the Affinity spells would be a mix of the most commonly used defensive and utilitarian spells, e.g. detect magic, shield, invisibility, fly etc.

Have 20-25 Affinities, covering the sorts of things already discussed, in the "core rulebook". Every man-and-his-dog will then get on the bandwagon and publish alternative Affinities, as they have for cleric Domains.

Khaalis said:
As for the progression: I believe it would fall to 2, 8, 14 and 20 to keep a balanced spread. I am also not sure if it should be based on spell level 0,1,2,3 or 1,2,3,4? Most classes and races that grant spell-like abilities grant 1st level spell abilities. Also keep in mind that 20th level ability should be an incentive to stay with the class 20 levels. Gaining a 3rd level innate ability at 20th level is mediocre at best.

The fighter gets nothing special ever, yet people are quite happy to take fighters to 20th level. Just more feats. The cleric gets nothing special. Just more spells. The wizard gets a bonus feat at 20th level, but really you keep taking wizard to 20th level because of the spells, not the feat. Only those classes which have a "keystone" ability - barbarian's rage, bard's music, druid's wildshape, ranger's favoured enemy, etc. - have extra little benefits to this keystone ability as they get to high levels. Is the spell-like ability the sorcerer's keystone ability, or is it a handy "extra"? I reckon it's the latter.

Khaalis said:
As for linking the Innate Ability to the Lineage spells: This makes great sense to the thematic ideals, but it eliminates the ability to restrict the innate spells to Personal Only spells. Suggestion? Which is better for the class - the thematic link or the Personal Only restriction?

Was the personal only restriction for balance or for reasons related to the "concept" of the sorcerer? I don't see any need for the restriction, particularly if we're only talking 0-level to 3rd level spells.

OK, my take on the alt.sorcerer:

Sundry changes:
1. d6 Hit Dice;
2. add Diplomacy, Gather Information, Intimidate and Sense Motive to the class skill list;
3. remove Knowledge (arcana) from the class skill list;
4. 4 + Int bonus skill points per level;
5. no familiar (although may gain one through an Affinity or taking a feat).

NB No light armour proficiency.

Spells per day:
Unchanged

Affinity:
At 1st level, a sorcerer must choose an Affinity. (I've described these previously). The sorcerer's Affinity grants him a particular benefit or benefits, lists spells which he automatically knows on attaining the necessary class level to cast them, and defines the sorcerer's Innate Abilities.

Spells Known:
At 1st level, a sorcerer knows 6 0-level and 2 1st level spells of his choice, and 1 0-level and 1 1st level Affinity spells. Every class level thereafter he learns 2 more spells of his choice (as well as automatically learning his Affinity spell when he becomes capable of casting spells of that level). One of these spells may be of any level of spell he is capable of casting. The other must be of a lower level than the highest level spell he is capable of casting.

Innate Ability:
At 2nd level, the sorcerer is able to use his 0-level Affinity spell as a spell-like ability a number of times per day equal to his Charisma bonus. He can elect either to drop the spell from his list of spells known and replace it with another 0-level spell, or he can retain it in his list of spells known. If he elects to retain it in his list of spells known, he always uses it as a spell-like ability, but if he uses it more times in a day than his Charisma bonus, each additional use consumes one 0-level spell slot.

The spell-like ability is used at the sorcerer's class level (including any caster level bonus from the sorcerer's Affinity). The spell-like ability's saving throw DC (if applicable) is that which it would be if it were being cast as a spell by the sorcerer.

As a spell-like ability, the Innate Ability is not subject to metamagic feats which affect spells. However, the sorcerer can learn metamagic feats which affect spell-like abilities, such as Empower Spell-like Ability and Quicken Spell-like Ability (see Chapter 6 Monster Manual).

At 8th level, the sorcerer is able to use his 1st level Affinity spell as a spell-like ability in the same manner as the 0-level spell.

At 13th level, the sorcerer is able to use his 2nd level Affinity spell as a spell-like ability in the same manner as the 0-level spell.

At 17th level, the sorcerer is able to use his 3rd level Affinity spell as a spell-like ability in the same manner as the 0-level spell.

At 20th level, the sorcerer is able to use his 4th level Affinity spell as a spell-like ability in the same manner as the 0-level spell.

Example Affinity: Innate Caster
Description: Your inner strength is the source of your power to wield arcane magic, but why and how this came to be so remains a mystery to you. NB This is the default Affinity for the sorcerer core class.

Limitations: None.

Benefits: Knowledge (arcana) skill is a class skill for you. You gain Eschew Materials as a bonus feat.

Affinity Spells:
0-level: detect magic
1st level: shield
2nd level: invisibility
3rd level: fly
4th level: dimension door
5th level: break enchantment
6th level: globe of invulnerability
7th level: spell turning
8th level: polymorph any object
9th level: mage's disjunction

Cheers, Al'Kelhar
 

Al'Kelhar said:
That's fine. No-one says that a cleric with access to the Trickery Domain has to prepare only spells which make them sneaky. I have no problem with a sorcerer having a Fire Affinity, for example, knowing no other spells with the [Fire] descriptor than those in the Affinity spell list. It's the player's choice and DM's look-out.
As long as thats understood. You had originally made it sound, to me anyway, as though you "Wanted" sorcerers to be restricted to their theme.

Wouldn't that leave 42% either undecided or satisfied that the class was balanced? If so, I'd make dramatic changes only at my own peril.
First rule of politics, ignore the minority. ;)
Seriously though, I know that this revicion will not be for "everyone". Thats impossible. There are purists that believe anything WotC puts in print is gospel. Then there are people who will never like anything but their own homebrew. Keep in mind that I am trying to work toward the majority opinion. :)

I think you're approaching balance on too shallow a level. Lies, damn lies, and statistics, and all that. YMMV
Why is it shallow? Whats wrong with statistics?

And... what the hell is YMMV? :D

On affinity/lineage: This is what I am working with as the "working" clas text.

Lineage: Each sorcerer’s magic is different and unique and manifests differently with them. Some sorcerer’s magical lineage is so lost in the ancient past that the power manifests in a focus more appropriate to the sorcerers personality and character. In some sorcerers however, their magical lineage runs so strongly in them that it influences the sorcerer and their magic. Each sorcerer chooses a lineage for their sorcerer. The sorcerer’s lineage choice influences how their magic and abilities manifests within them. Once the sorcerer has chosen a lineage they gain a set of abilities from that lineage. See “Table: Sorcerer Lineages” for the details of the sorcerer lineages.

Have 20-25 Affinities, covering the sorts of things already discussed, in the "core rulebook". Every man-and-his-dog will then get on the bandwagon and publish alternative Affinities, as they have for cleric Domains.

The above drops the choices to 13.




The fighter gets nothing special ever, yet people are quite happy to take fighters to 20th level. Just more feats.
And compared to any other class that IS special. The fighter is the powerhouse of flexible combat. There are so many combinations and styles one can make with a fighter. Its flexibility and sheer number of feats is exactly what does make it special.

The cleric gets nothing special. Just more spells.
Nothing special? It gets Turn/Rebuke Undead, Sponaneous Heal/Harm, Spells, and 2 Domain abilities, not to mention its almost as capable as a fighter with the right spells.

The wizard gets a bonus feat at 20th level, but really you keep taking wizard to 20th level because of the spells, not the feat.
Actually this isnt true. The feats mean a lot to the Wizard, though they are weak. Which is why most people dont go to 20 in Wizard, instead finding almost any available PrC they can that gives "+1 level in casting class".

Only those classes which have a "keystone" ability - barbarian's rage, bard's music, druid's wildshape, ranger's favoured enemy, etc. - have extra little benefits to this keystone ability as they get to high levels. Is the spell-like ability the sorcerer's keystone ability, or is it a handy "extra"? I reckon it's the latter.
Actually it is an attempt to create a uniqueness to the sorcerer class. See the mission statement. The sorcerer is not supposed to be a red-headed step child of the wizard. It needs something to make it truly unique.

was the personal only restriction for balance or for reasons related to the "concept" of the sorcerer? I don't see any need for the restriction, particularly if we're only talking 0-level to 3rd level spells.

Dont remember who posted it but it was suggested as a balance factor.

OK, my take on the alt.sorcerer:
Sundry changes:
Spells per day:
Affinity:
Spells Known:
Pretty well agreed upon. (Still ike Lineage better.)

NB No light armour proficiency.
Out for vote still.

Innate Ability:
The mechanics I pretty much agree on, but not sure on the progression. To make it more even, I would lean toward 2 (0), 6 (1st), 11 (2nd), 15 (3rd), 20 (4th).

However, are the 5 innate spell-like abilities the ONLY ability of the sorcerer?
 
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Khaalis said:
Special Spell selection is a flavor addition and will be balanced both for correct flavor and power level.
Examples so far:
Dragon: May learn any spell with the energy descriptor of their dragon ancestor’s breath weapon type (if that dragon has more than one breath weapon, choose one descriptor). May not learn any spell of the chosen energy descriptor’s opposition energy descriptor.
Celestial: May learn any spell with the Light or Good descriptor as well as any spell from the Good Clerical Domain. May not learn any spell with the Darkness or Evil descriptor.
Fiend: May learn any spell with the Darkness or Evil descriptor as well as any spell from the Evil Clerical Domain. May not learn any spell with the Light or Good descriptor.
Shapeshifter: Unknown
Storm Giant: May learn any spell with the Air or Lightning descriptor as well as any spell from the Air and Weather Clerical Domains. May not learn any spell with the Fire descriptor.
Child of Nature: May learn any spell from the Druid spell list. May not learn any spell that creates or controls undead. (maybe all of Arcane Necromancy school?)
Child of the Elements: May learn any spell with the elemental or energy descriptor of their ancestor’s element. May not learn any spell of the chosen element and energy descriptor’s opposed alignment or energy descriptor.
Divine Receptacle: May learn any spell from the Cleric Domain spell lists available to the patron deity. Must choose two schools of arcane magic that are banned to the sorcerer.
Sorcerous Family: No special Access but Specialization instead.
The sorcerer chooses a single school of magic known as their specialty school. The sorcerer is most attuned with the spells from that given school. When choosing the specialist school, the sorcerer must also choose opposition schools that are banned to them. If they choose to specialize in Divination they may choose any one other school (excluding Universal). If they choose any other school they must choose any two schools of opposition except Divination and Universal. The benefit of sorcerous specialization is that the sorcerer gain one extra spell known, of their choice, per spell level, from their specialist school only. These nine bonus spells are cast as if the sorcerer were one level higher and they also increase the save DC of all spells used from the Specialty School by +1.

Alright. Idea #1 for KISS alt.sorcerer would be to remove those elements that either overlap with others or you don't quite know what to do with yet. From a cursory glance, I'd say that the Shapeshifter and Storm Giant heredities can be nixed for the time being. Storm Giant can easily be subsumed into the Child of the Elements lineage (Air, specifically), which brings me to the idea I had about spell themes.

However, I think adding domains to the sorcerer's potential repertoire is a good idea. Maybe applying these to all the lineages would make things much more streamlined. So, for the Child of Nature, you could make it so that those sorcerers can cast spells with the Animal and Plant descriptors (which would include many druid spells and all cleric spells from those domains).

You said:
The problem with this argument is there is no way to do this without writing an individual spell list for every possible sorcerer archetype. The lineage spells are for flavor but by now means making them stick to a theme. A Fire sorcerer may have his 9 fire spells, and may not be able to learn water/cold spells but they may not know a single other fire spell and instead take spells like Fly, MM, Wall of Force, Invisibility, etc. Definitely doesn’t make them “stick” to a particular theme.

Actually, that was not the idea I had at all. There was no restriction of a particular type of spells involved in it whatsoever. You limit spells known by descriptor, so you won't have to go all out to make a new spell list. I would even hazard the idea that even spells normally counted as divine could be made a part of these themes. So, if a sorcerer chooses fire as a theme, any spell with the Fire descriptor can be learned as arcane spells, even those that are associated with divine spells. It'd actually be more like wizard domains in Unearthed Arcana, but you can take it or leave it since it is your class.

Metamagic Use: Gain one metamagic feat of choice from either: Eschew Materials, Enlarge Spell, Extend Spell, Heighten Spell, Silent Spell, or Still Spell (only feats with up to a 1 spell level adjustment may be chosen for this ability). This metamagic feat may be used “on-the fly” to effect any lineage spell the sorcerer knows, a number of times per day equal to 3+ the sorcerer’s Charisma modifier. This feat is used without prior preparation, increased spell level or extended casting time. The maximum level of spell to which a caster can apply a metamagic feat is equal to the maximum spell level they are capable of casting, minus the spell level adjustment of the metamagic feat. If the result of this calculation is less than 0, then that metamagic feat cannot be used on any of the sorcerer's spells. A caster can apply more than one metamagic feat to a spell, or even the same metamagic effect more than once (if allowed by the feat's description). However, to determine the maximum level of spell that can be so affected, add together the spell level adjustments given for the various feats. The Heighten Spells feat may be used to increase a spell's effective level (for purpose of save DC's and so on) up to the maximum spell level you are capable of casting. The spell is treated as a spell of that level for purposes of save DC and similar effects, but does not require a higher level spell slot.

(snip)

How is this too complex? How is this more complex than Turning which is so complex it needs a full page of extra rules? Also, keep in mind this is not a free Bonus Metamagic feat. It cannot be used at will as often as desired nor can it be applied to any and all spells.

I think the complexity comes from the spontaneous factor. If this were something as carefully considered as a wizard's preparation of spells, it'd be different, but since this ability is essentially on-the-fly, I can see a bunch of people flipping through books and doing math until they get intimately familiar with using this rule. I'm not saying it is particularly complex, but maybe too complex for what I think you want to do with it.

As for the argument of “Double Charisma Bonus” I don’t see much in the way of difference. If a Sorcerer with a 16 Charisma (+3) gains an innate ability that they can use “Charisma Mod.” times per day + any times they could cast the spell normally – what’s the difference from a sorcerer who can cast it 3/day + any times they could cast it normally?

I think the simplest solution would be remove the choice to keep the spell as a “known spell”. This would fall under the “Spell Evolution” idea. If you are limiting the Innate Ability to ONLY the lineage spells, then it is an evolution of the power. The spell becomes an Innate Spell-Like ability and is no longer a known spell. Clean, simple.

This is almost exactly what I had in mind.
 

Afrodyte said:
Alright. Idea #1 for KISS alt.sorcerer would be to remove those elements that either overlap with others or you don't quite know what to do with yet. From a cursory glance, I'd say that the Shapeshifter and Storm Giant heredities can be nixed for the time being. Storm Giant can easily be subsumed into the Child of the Elements lineage (Air, specifically), which brings me to the idea I had about spell themes.
Thanks for the idea, but when we are done, the Storm Giant and Child of Air will not be the same. If nothing else the lineage ability will be very different. Most likely something along the line of Air/Lightining Resistance 5+Charisma mod. and a saves vs. Earth/Acid equal to charisma mod for the Child of Air and something more like enlarge person Charisma times per day for the Giant (or something - thats just off the top of my head. In fact what I need are ideas.

Example Lineage:

CELESTIAL LINEAGE: Celestial sorcerers are the descendant of a celestial outsider such as an angel far in their family’s past. Celestial sorcerers gain the following abilities and restrictions.
Benefit: Celestial sorcerers gain Knowledge (Religion) as a class skill as well as gaining Celestial as a bonus language. They may also detect evil (as the spell), as a spell-like ability, at will. Celestial sorcerers may learn any spell with the Light or Good descriptor as well as any spell from the Good cleric domain.
Special Limitation: Celestial sorcerers are strongly affected by their sorcerer blood. Due to this they may not be of any evil alignment nor may they take any Prestige Class or Template that involves racial or heredity related abilities unless they are specifically Celestial oriented (for example cannot take Half-Dragon). The celestial sorcerer may never learn any spell, spell-like ability, nor use any item that activates a spell or spell-like ability with the Evil or Darkness descriptor nor that belongs to the Evil cleric domain or Fiendish Lineage spell list (unless it is the same as one on the Celestial Lineage spell list).
Lineage Spells: The sorcerer has a specific affinity with celestial magic which manifests in a Lineage Spell List. These lineage spells may never be changed through spell swapping or spell evolution. These lineage spells are gained as bonus known spells as soon as the sorcerer is able to cast spells of that spell level. The sorcerer’s bonus lineage spells are cast as if the sorcerer were one level higher, and where applicable gain a +1 to all save DC’s. The sorcerer chooses one affinity from the following choices.
Celestial Lineage Spell List: 0–light; 1st-vision of heaven; 2nd-consecrate; 3rd-blessed sight; 4th-lesser planar ally; 5th-heavenly lightning; 6th-call faithful servants; 7th-heavely lightning, greater; 8th-holy aura; 9th-gate (uses Book of Exalted Deeds)
Alternate from PHB Only
Celestial Lineage Spell List: 0–light; 1st-summon monster I; 2nd-summon monster II; 3rd-summon monster III; 4th-summon monster IV; 5th-summon monster V; 6th-summon monster VI; 7th-summon monster VII; 8th-summon monster VIII; 9th-summon monster IX (summon good only)



However, I think adding domains to the sorcerer's potential repertoire is a good idea. Maybe applying these to all the lineages would make things much more streamlined. So, for the Child of Nature, you could make it so that those sorcerers can cast spells with the Animal and Plant descriptors (which would include many druid spells and all cleric spells from those domains).
For some they work and for others they dont. Sometimes a designatoralone is fine or even better than "domains" especially when you get into all the million and a half domains that are out there.

I think the complexity comes from the spontaneous factor. If this were something as carefully considered as a wizard's preparation of spells, it'd be different, but since this ability is essentially on-the-fly, I can see a bunch of people flipping through books and doing math until they get intimately familiar with using this rule. I'm not saying it is particularly complex, but maybe too complex for what I think you want to do with it.
I honestly dont think its that complex. If people can figure out Turning and Attacks of Opportunity I think they can handle this. Asside from that its not like I defined the rules. This is straight from UA, so I know the mechanic is relatively solid. Just cuz WotC published it doesnt make it perfect, but at least more accepted.
 
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OK, Here's hoping this doesn't appear six times again...

It sounds like we're converging here.

Re: sorcerer's relative power level

I'm pretty much unconcerned with minor tweaks to the class like
d6 HD, light armor, all simple weapons, extra class skills or skill points, etc. Probably giving the sorcerer all of these is too much; while they have more time to learn martial skills, I still think that the class should thematically rely on magic almost exclusively.

As for their spells, Khaalis said Im in the minority thinking that sorcerers are well balanced. I still agree wholeheartedly that the current sorcerer is bland and not very fun due to the "one-trick-pony" phenomenon. However, in my experience the typical wizard has about 4 favorite spells per level that they prepare and cast all the time, and that their much-lauded versatility is seldom put into practice.

That's why I think adding more spells known should be balanced by giving them fewer spells per day. I don't want the new sorcerer to eclipse the wizard, and you're adding a *lot* of goodies.

Re: lineage vs affinity... why debate this?

Re: spontaneous metamagic feats: I'd rather see this as one special ability that a sorcerer can choose rather than something all of them have. Maybe it could be a nice perk only available to the "general lineage" sorcerer.

Re: components: Material components, while a pain in the butt to manage, are in my mind one of the most fundamental principles of real-world magical practice and thinking. Still, they should I think be more free-form, and the D&D components are often unbearable punnish or banal.

Re: spell-like abilities; I agree that it's more appropriate for these to evolve from the domain spells exclusively. However, I don't think it's a huge benefit to the class and would rather see this capped at third level spells. Rather, let them get access to special lineage abilities sooner and cap with some really exciting special ability at or near 20th level--something like spell resistance, damage reduction, change to elemental/fey/giant type, etc.

In the Celestial domain, why not add a couple of healing spells? Honestly, with the cleric domains pillaging the Sor/Wiz list for Lightning Bolts, Prismatic Spheres and Power Words I don't see any reason why you shouldn't do the same. If you're concerned about niche protection, just make them a level or two higher.

Example: Celestial Sorcerer Domain (PH only):
Light, Bless, Cure Light Wounds, Searing Light, Cure Moderate Wounds, True Sight, Planar Ally, Holy Aura, Gate.

And I still think getting more known spells is enough of a goody; the +1 CL / +1 DC is just overkill.

Cheers,
Ben
 

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