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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="Stalker0" data-source="post: 1379144" data-attributes="member: 5889"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>I think the spells known issue should be put on the back burner until some of the other ideas are debated on. Spells known directly translate to more power for the sorc, so once the other ideas are decided on, the spells known can be used to fill in the last gaps. </p><p></p><p>Right now I think giving all those domains to the general sorc and then having heredities again gets too complex. I would suggest giving general sorcs... a general ability. Maybe a bonus feat or something. Something quick, clean, and customizable. Focus all of the domain stuff with the heredities, its a long enough list as is<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Personally, for the domain abilities, I'm more of a fan of abilities that scale with level. </p><p>1) This makes sorc domains different from cleric domains, which are usually 1/day abilities or new class skills.</p><p>2) You can give the sorc something to look forward to at high levels.</p><p>3) You reduce complexity. When you having a single scaling ability its easy for players to track. You don't need a chart full of different things.</p><p>4) It helps when balancing. One main ability per domain I can balance. When I start having 4 abilities per domain that I have to balance with each other, then balance with other domains, then balance with other core classes it just gets to be a headache.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 1379144, member: 5889"] 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. I think the spells known issue should be put on the back burner until some of the other ideas are debated on. Spells known directly translate to more power for the sorc, so once the other ideas are decided on, the spells known can be used to fill in the last gaps. Right now I think giving all those domains to the general sorc and then having heredities again gets too complex. I would suggest giving general sorcs... a general ability. Maybe a bonus feat or something. Something quick, clean, and customizable. Focus all of the domain stuff with the heredities, its a long enough list as is:) Personally, for the domain abilities, I'm more of a fan of abilities that scale with level. 1) This makes sorc domains different from cleric domains, which are usually 1/day abilities or new class skills. 2) You can give the sorc something to look forward to at high levels. 3) You reduce complexity. When you having a single scaling ability its easy for players to track. You don't need a chart full of different things. 4) It helps when balancing. One main ability per domain I can balance. When I start having 4 abilities per domain that I have to balance with each other, then balance with other domains, then balance with other core classes it just gets to be a headache. [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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