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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="Al'Kelhar" data-source="post: 1378812" data-attributes="member: 7884"><p>Khallis,</p><p></p><p>Excellent work so far. However, at this point I'd like to chime in and reinforce something that a similar poster has described as "make sure it can all fit on 2-3 pages". That is, as a core class, the alt.sorcerer is failing the K.I.S.S. test, with too many variables coming into play. You, I, and many on these boards may be in our mature years and have tons of gaming experience, and complex character creation rules don't phase us. Howver, if you want your alt.sorcerer to succeed as a published core class for D&D, it has to be simple.</p><p></p><p>I agree with d6 HD, 4 + Int bonus skill points, and the proposed skill selection. I agree with keeping simple weapon proficency. I disagree with armour proficiency of any kind - if people learn to fight, they learn to use weapons and to use those weapons to defend themselves against blows, not to wear armour. I think sorcerers should have the Eschew Materials feat as bonus feat, but still cast spells with verbal and somatic components (manifesting your innate power to launch a <em>fireball</em> may well require loud vocalisations accompanied by dramatic gestures - how do you "psych yourself up" otherwise?).</p><p></p><p>I like the heredity/spell path concepts, but IMO these create the biggest complexity in your alt.sorcerer. A word from the wise - copy an existing mechanic so the 12 year olds can understand it. If a person can understand how the cleric domain system works, they should be able to understand how the alt.sorcerer heredity/spell path system works. My suggestion is as follows:</p><p></p><p>At 1st level, a sorcerer chooses one heredity <strong>or</strong> spell path. Each heredity or spell path grants the following:</p><p></p><p>1. One or two additional skills as class skills, bonuses to 2 or more skills, or a bonus feat;</p><p>2. A bonus language;</p><p>3. One spell-like ability replicating a 0-level spell ("Innate Ability") at 2nd level;</p><p>4. One spell-like ability replicating a 1st level spell ("Improved Innate Ability") at 7th level;</p><p>5. One spell-like ability replicating a 2nd level spell ("Greater Innate Ability") at 13th level;</p><p>6. One spell-like ability replicating a 3rd level spell ("Master Innate Ability") at 19th level;</p><p>7. One bonus spell known at each spell level except 0-level.</p><p></p><p>There should be around 20 heredities and spell paths; many good ones have already been suggested (touched by the divine, dragon's blood, child of nature, ones roughly equivalent to specialist wizards (enchanter, conjurer, evoker etc.), and so on).</p><p></p><p>The innate ability spell should typically be a personal-enhancement spell, not an offensive one.</p><p></p><p>Finally, the 2 additional spells known per class level should be limited to 1 from any level the sorcerer is able to cast, and 1 from any level lower than the maximum level the sorcerer is able to cast (bearing in mind the sorcerer will automatically know a spell of the highest level he is able to cast from his heredity/spell path). This both balances out the bonus known spell from heredity or spell path and ensures the sorcerer knows more lower level spells than higher level ones (and each sorcerer will end up knowing at least 9 0-level spells: 6 from 1st class level, 1 from 2nd class level, and 1 from 3rd class level).</p><p></p><p>Cheers, Al'Kelhar</p></blockquote><p></p>
[QUOTE="Al'Kelhar, post: 1378812, member: 7884"] Khallis, Excellent work so far. However, at this point I'd like to chime in and reinforce something that a similar poster has described as "make sure it can all fit on 2-3 pages". That is, as a core class, the alt.sorcerer is failing the K.I.S.S. test, with too many variables coming into play. You, I, and many on these boards may be in our mature years and have tons of gaming experience, and complex character creation rules don't phase us. Howver, if you want your alt.sorcerer to succeed as a published core class for D&D, it has to be simple. I agree with d6 HD, 4 + Int bonus skill points, and the proposed skill selection. I agree with keeping simple weapon proficency. I disagree with armour proficiency of any kind - if people learn to fight, they learn to use weapons and to use those weapons to defend themselves against blows, not to wear armour. I think sorcerers should have the Eschew Materials feat as bonus feat, but still cast spells with verbal and somatic components (manifesting your innate power to launch a [I]fireball[/I] may well require loud vocalisations accompanied by dramatic gestures - how do you "psych yourself up" otherwise?). I like the heredity/spell path concepts, but IMO these create the biggest complexity in your alt.sorcerer. A word from the wise - copy an existing mechanic so the 12 year olds can understand it. If a person can understand how the cleric domain system works, they should be able to understand how the alt.sorcerer heredity/spell path system works. My suggestion is as follows: At 1st level, a sorcerer chooses one heredity [B]or[/B] spell path. Each heredity or spell path grants the following: 1. One or two additional skills as class skills, bonuses to 2 or more skills, or a bonus feat; 2. A bonus language; 3. One spell-like ability replicating a 0-level spell ("Innate Ability") at 2nd level; 4. One spell-like ability replicating a 1st level spell ("Improved Innate Ability") at 7th level; 5. One spell-like ability replicating a 2nd level spell ("Greater Innate Ability") at 13th level; 6. One spell-like ability replicating a 3rd level spell ("Master Innate Ability") at 19th level; 7. One bonus spell known at each spell level except 0-level. There should be around 20 heredities and spell paths; many good ones have already been suggested (touched by the divine, dragon's blood, child of nature, ones roughly equivalent to specialist wizards (enchanter, conjurer, evoker etc.), and so on). The innate ability spell should typically be a personal-enhancement spell, not an offensive one. Finally, the 2 additional spells known per class level should be limited to 1 from any level the sorcerer is able to cast, and 1 from any level lower than the maximum level the sorcerer is able to cast (bearing in mind the sorcerer will automatically know a spell of the highest level he is able to cast from his heredity/spell path). This both balances out the bonus known spell from heredity or spell path and ensures the sorcerer knows more lower level spells than higher level ones (and each sorcerer will end up knowing at least 9 0-level spells: 6 from 1st class level, 1 from 2nd class level, and 1 from 3rd class level). Cheers, Al'Kelhar [/QUOTE]
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