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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="Grayhawk" data-source="post: 1378048" data-attributes="member: 11288"><p>Khaalis, I've followed your original 'Sorcerer Fix' thread and I've found that it holds a lot of great ideas. While I don't agree with all of them, I has inspired me to start working on my own version of the Sorcerer.</p><p></p><p>While the details of what I'm going to do with the Sorcerer don't belong here, since this is <em>your</em> project, let me just present you with an idea I have about how to handle the following problem:</p><p></p><p><strong>How do we make the Sorcerer “feel” in the mechanics to be an “INNATE” caster that casts purely as “just raw power that they direct at will” without unbalancing the class or writing a new magic system?</strong></p><p></p><p>While at first it seemed inspired to let the Sorcerer's spells be handled as Spell like abilities (to match the flavor text), I'm pretty confident that even if this was the <em>only</em> thing you changed it would still make the Sorcerer unbalanced.</p><p></p><p>I feel that giving the Sorcerer Eschew Materials for free is the right way to go. I know that you feel that this doesn't really set the Sorcerer's casting enough apart from the Wizard's, but what if you <em>describe</em> it as being different? </p><p></p><p>I know how you feel about following the flavor text when creating this Sorcerer version, but how do you feel about <em>adding</em> to the flavor text, as long as it doesn't contradict the original text?</p><p></p><p>What I have in mind is describing the Sorcerer's casting as 'a channeling of innate power, often requiring a powerful gesture - like pointing at the target of a spell - as well as a word of power.'</p><p></p><p>As such, it will be balanced to the other classes' casting, by being subject to the same limitations and by being equally affected by Silence, bound hands, etc.</p><p></p><p>And if described correctly it will get a feel of it's own, different from the Wizard who needs to weave his hands around while chanting incantations repeatedly. The difference should be so great that it's evident whether you're facing a Sorcerer or some other caster.</p><p></p><p>You might even say that the Sorcerers' magic came first, and that the Wizards' bookish magic merely is a way of recreating effects that have naturally manifested themselves in Sorcerers over time. As such Wizards need their material components to put themselves in the right state of mind (which comes naturally to Sorcerers), and they need to weave and dodge and chant to 'coax' the magic into producing the desired effect, whereas a Sorcerer merely 'commands' it.</p><p></p><p>This may also explain why Sorcerers get to ignore ASF in light armors (if you choose to let them do so) when Wizards don't: The required somatic component for a Sorcerer is much simpler and easier to execute than the complex movements required by a Wizard.</p><p></p><p>I hope this may be of some use.</p></blockquote><p></p>
[QUOTE="Grayhawk, post: 1378048, member: 11288"] Khaalis, I've followed your original 'Sorcerer Fix' thread and I've found that it holds a lot of great ideas. While I don't agree with all of them, I has inspired me to start working on my own version of the Sorcerer. While the details of what I'm going to do with the Sorcerer don't belong here, since this is [i]your[/i] project, let me just present you with an idea I have about how to handle the following problem: [b]How do we make the Sorcerer “feel” in the mechanics to be an “INNATE” caster that casts purely as “just raw power that they direct at will” without unbalancing the class or writing a new magic system?[/b] While at first it seemed inspired to let the Sorcerer's spells be handled as Spell like abilities (to match the flavor text), I'm pretty confident that even if this was the [i]only[/i] thing you changed it would still make the Sorcerer unbalanced. I feel that giving the Sorcerer Eschew Materials for free is the right way to go. I know that you feel that this doesn't really set the Sorcerer's casting enough apart from the Wizard's, but what if you [i]describe[/i] it as being different? I know how you feel about following the flavor text when creating this Sorcerer version, but how do you feel about [i]adding[/i] to the flavor text, as long as it doesn't contradict the original text? What I have in mind is describing the Sorcerer's casting as 'a channeling of innate power, often requiring a powerful gesture - like pointing at the target of a spell - as well as a word of power.' As such, it will be balanced to the other classes' casting, by being subject to the same limitations and by being equally affected by Silence, bound hands, etc. And if described correctly it will get a feel of it's own, different from the Wizard who needs to weave his hands around while chanting incantations repeatedly. The difference should be so great that it's evident whether you're facing a Sorcerer or some other caster. You might even say that the Sorcerers' magic came first, and that the Wizards' bookish magic merely is a way of recreating effects that have naturally manifested themselves in Sorcerers over time. As such Wizards need their material components to put themselves in the right state of mind (which comes naturally to Sorcerers), and they need to weave and dodge and chant to 'coax' the magic into producing the desired effect, whereas a Sorcerer merely 'commands' it. This may also explain why Sorcerers get to ignore ASF in light armors (if you choose to let them do so) when Wizards don't: The required somatic component for a Sorcerer is much simpler and easier to execute than the complex movements required by a Wizard. I hope this may be of some use. [/QUOTE]
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