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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="fuindordm" data-source="post: 1377159" data-attributes="member: 5435"><p><strong>The new socerer</strong></p><p></p><p>This version was a lot easier to digest. Thanks for starting a new thread, Khaalis.</p><p></p><p>Personally, I like option 2 the best. And I note that the special abilities listed are also appropriate for sorcerers without a bloodline. I think that the mixture of innate magic (spell--> spell-like abiltity) and special abilities is a very good one that gives the sorcerer a lot of flavor.</p><p></p><p>Two comments only:</p><p></p><p>1) Adding a path (or the equivalent) to every sorcerer so they get one more spell per level introduces a lot of extra power, even when the spells in the path are sub-optimal like the Nature's Child path. Since we're adding a lot of other perks as well, I would worry less about balance if you simply dropped the number of spells per day by one per level. This still gives them more spells than the wizard gets.</p><p></p><p>2) Sorcerers are already excellent "magic machine guns", and giving specialized sorcerers +1 DC and +1 caster level just enhances that. I wouldn't want my campaign to have PCs drawn to the generalized background, evocation specialized sorcerer.</p><p></p><p>I think giving them +1 spell known per level is enough of a bonus to merit giving up a couple of schools, for a sorcerer.</p><p></p><p>Keep up the good work! I'm following this development avidly.</p><p></p><p>--Ben Mathiesen</p></blockquote><p></p>
[QUOTE="fuindordm, post: 1377159, member: 5435"] [b]The new socerer[/b] This version was a lot easier to digest. Thanks for starting a new thread, Khaalis. Personally, I like option 2 the best. And I note that the special abilities listed are also appropriate for sorcerers without a bloodline. I think that the mixture of innate magic (spell--> spell-like abiltity) and special abilities is a very good one that gives the sorcerer a lot of flavor. Two comments only: 1) Adding a path (or the equivalent) to every sorcerer so they get one more spell per level introduces a lot of extra power, even when the spells in the path are sub-optimal like the Nature's Child path. Since we're adding a lot of other perks as well, I would worry less about balance if you simply dropped the number of spells per day by one per level. This still gives them more spells than the wizard gets. 2) Sorcerers are already excellent "magic machine guns", and giving specialized sorcerers +1 DC and +1 caster level just enhances that. I wouldn't want my campaign to have PCs drawn to the generalized background, evocation specialized sorcerer. I think giving them +1 spell known per level is enough of a bonus to merit giving up a couple of schools, for a sorcerer. Keep up the good work! I'm following this development avidly. --Ben Mathiesen [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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