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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="Khaalis" data-source="post: 1379311" data-attributes="member: 2167"><p><strong>From Grayhawk</strong></p><p></p><p>Personally, I think it depends on the Feat and the frequency. I like the “Daily Uses” rule from <u>Unearthed Arcana</u> for most feats, it makes the feats more appealing and useful. For something like Eschew Materials, it’s a pretty weak ability overall and really doesn’t hurt the balance of the game so I would say that this could be used as a permanent sorcerer ability.</p><p></p><p></p><p>In this particular instance you have to tackle the above choice first, but if you are allowing the “Daily Use” rule, it does allow the use of Quickened spells, and personally I don’t see this as an issue. If others can do it a limited number of times per day, so should a sorcerer.</p><p></p><p></p><p></p><p>While I see the value of Metamagic for the Sorcerer I was hoping not to pin them down into just receiving the same “Bonus Feat” level ability that a Wizard gets. I may have to for simplicities sake, but I am hoping to find an alternative to it being their only option. As for the number of feats, I think it might be a bit too much. We will hash out the actual progression as we go.</p><p></p><p></p><p><strong>From Stalker0</strong></p><p></p><p>I will think on this. If it is included as just a standard class ability, it MUST state that any spell with a material component over 1gp is still required. However this breaks away from the innate feeling of the sorcerers casting. I was also using the ban on gp components as a way to begin whittling down the sorcerer spell list. We shall see what other people’s thoughts are.</p><p></p><p></p><p>I’ll think on this. Im not a personal fan of lots of choices to let PC burn XP. What do others think?</p><p></p><p> </p><p>Overall it’s a really minor discussion. We will see what others say.</p><p></p><p></p><p></p><p>Ok. Clarification time. The choices are not difficult (at least in my vision) as they are the same decisions a Cleric has to make or a Wizard for that matter.</p><p></p><p>The top level choices are:</p><p>Cleric = Do I worship a Deity or just “have faith in the cosmose”?</p><p>Wizard = Do I specialize or be a generalist?</p><p>Sorcerer = Am I generic or do I have a strong bloodline?</p><p></p><p>The detail choices are:</p><p>Generalist Cleric = What domains do I chose? Do I heal or harm? Do I turn or rebuke?</p><p>Deity Cleric = What deity do I follow? What alignment do I have to be? What domains can I choose? Do I heal or harm? Do I turn or rebuke?</p><p>Generalist Wizard = What spells do I choose?</p><p>Specialist Wizard = What School do I choose to specialize in? What school do I ban from? What are my spells?</p><p>General Sorcerer: What is my domain? What are my spells?</p><p>Heredity Sorcerer: What is my heritage? What are my spells?</p><p></p><p>Now as for the structure of the domains, what I planned on was all Generic domains having the same “granted powers” per say but use the spell list as detailed in the UA. The heritage domains will be unique and individual.</p><p></p><p>An example idea I have been thinking of for all Generic Sorcerers. This is the “Daily Use” Spontaneous Maetamagic rule from UA but changing it from 3/day to 3+Charisma Modifier. This makes the abilitymore like a Cleric’s Turning, and gives the Sorcerer a focused and useful secondary ability based on their Charisma other than spells but yet still is involved in their innate use of magic, since all the other classes get variable "secondary" effects form their primary stat which the sorcerer doesn't.</p><p></p><p><strong><u>Generic Sorcerer</u>:</strong> Gain one metamagic feat of choice that may be used “on-the fly” a number of times per day equal to 3+Charisma modifier. This feat is used without prior preparation, increased spell level or extended casting time. <span style="color: darkorange"><strong>(Editted to add the full text for those who dont have the UA)</strong> 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.</span></p><p><em><strong>Possible Limitation:</strong></em> This ability may only be used on spells of the sorcerer’s chosen spell path.</p><p><strong><u>Spell Path</u>:</strong> Choose one of the following Spell Paths: Abjuration, Antimagic, Battle, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. Once selected a Spell Path cannot be changed. These spell path spells may never be changed through spell swapping or spell evolution. A spell path grants one additional spell known at each spell level as soon as the sorcerer is able to cast spells of that spell level. The sorcerer casts these spells as a caster one level higher than their normal level. This bonus applies only to the spells of the spell path, not all spells of the school or subtype whose name matches the spell path name. All spells on the spell path are considered to be on the sorcerer's spell list even if they do not normally appear on the sorcerer/wizard spell list.</p><p>(Examples)</p><p><strong>ANTIMAGIC:</strong> 0-<em>detect magic</em>; 1st-<em>protection from chaos/good/evil/law</em>; 2nd-<em>obscure object</em>; 3rd-<em>dispel magic</em>; 4th-<em>minor globe of invulnerability</em>; 5th-<em>break enchantment</em>; 6th-<em>antimagic field</em>; 7th-<em>spell turning</em>; 8th-<em>protection from spells</em>; 9th-<em>Mordenkainen's disjunction</em></p><p><strong>BATTLE:</strong> 0-<em>daze</em>; 1st-<em>true strike</em>; 2nd-<em>protection from arrows</em>; 3rd-<em>greater magic weapon</em>; 4th-<em>fire shield</em>; 5th-<em>Bigby's interposing hand</em>; 6th-<em>Tenser's transformation</em>; 7th-<em>power word blind</em>; 8th-<em>moment of prescience</em>; 9th-<em>time stop</em></p><p></p><p></p><p></p><p>Examples of scaling powers?</p><p></p><p></p><p></p><p>Not necessarily a bad idea. Something along the line of Specialization. That’s not too hard. We will need some examples and some opinions.</p><p></p><p>Thoughts??</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1379311, member: 2167"] [b]From Grayhawk[/b] Personally, I think it depends on the Feat and the frequency. I like the “Daily Uses” rule from [u]Unearthed Arcana[/u] for most feats, it makes the feats more appealing and useful. For something like Eschew Materials, it’s a pretty weak ability overall and really doesn’t hurt the balance of the game so I would say that this could be used as a permanent sorcerer ability. In this particular instance you have to tackle the above choice first, but if you are allowing the “Daily Use” rule, it does allow the use of Quickened spells, and personally I don’t see this as an issue. If others can do it a limited number of times per day, so should a sorcerer. While I see the value of Metamagic for the Sorcerer I was hoping not to pin them down into just receiving the same “Bonus Feat” level ability that a Wizard gets. I may have to for simplicities sake, but I am hoping to find an alternative to it being their only option. As for the number of feats, I think it might be a bit too much. We will hash out the actual progression as we go. [b]From Stalker0[/b] I will think on this. If it is included as just a standard class ability, it MUST state that any spell with a material component over 1gp is still required. However this breaks away from the innate feeling of the sorcerers casting. I was also using the ban on gp components as a way to begin whittling down the sorcerer spell list. We shall see what other people’s thoughts are. I’ll think on this. Im not a personal fan of lots of choices to let PC burn XP. What do others think? Overall it’s a really minor discussion. We will see what others say. Ok. Clarification time. The choices are not difficult (at least in my vision) as they are the same decisions a Cleric has to make or a Wizard for that matter. The top level choices are: Cleric = Do I worship a Deity or just “have faith in the cosmose”? Wizard = Do I specialize or be a generalist? Sorcerer = Am I generic or do I have a strong bloodline? The detail choices are: Generalist Cleric = What domains do I chose? Do I heal or harm? Do I turn or rebuke? Deity Cleric = What deity do I follow? What alignment do I have to be? What domains can I choose? Do I heal or harm? Do I turn or rebuke? Generalist Wizard = What spells do I choose? Specialist Wizard = What School do I choose to specialize in? What school do I ban from? What are my spells? General Sorcerer: What is my domain? What are my spells? Heredity Sorcerer: What is my heritage? What are my spells? Now as for the structure of the domains, what I planned on was all Generic domains having the same “granted powers” per say but use the spell list as detailed in the UA. The heritage domains will be unique and individual. An example idea I have been thinking of for all Generic Sorcerers. This is the “Daily Use” Spontaneous Maetamagic rule from UA but changing it from 3/day to 3+Charisma Modifier. This makes the abilitymore like a Cleric’s Turning, and gives the Sorcerer a focused and useful secondary ability based on their Charisma other than spells but yet still is involved in their innate use of magic, since all the other classes get variable "secondary" effects form their primary stat which the sorcerer doesn't. [b][u]Generic Sorcerer[/u]:[/b] Gain one metamagic feat of choice that may be used “on-the fly” a number of times per day equal to 3+Charisma modifier. This feat is used without prior preparation, increased spell level or extended casting time. [color=darkorange][b](Editted to add the full text for those who dont have the UA)[/b] 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.[/color] [i][b]Possible Limitation:[/b][/i] This ability may only be used on spells of the sorcerer’s chosen spell path. [b][u]Spell Path[/u]:[/b] Choose one of the following Spell Paths: Abjuration, Antimagic, Battle, Conjuration, Divination, Enchantment, Evocation, Illusion, Necromancy, or Transmutation. Once selected a Spell Path cannot be changed. These spell path spells may never be changed through spell swapping or spell evolution. A spell path grants one additional spell known at each spell level as soon as the sorcerer is able to cast spells of that spell level. The sorcerer casts these spells as a caster one level higher than their normal level. This bonus applies only to the spells of the spell path, not all spells of the school or subtype whose name matches the spell path name. All spells on the spell path are considered to be on the sorcerer's spell list even if they do not normally appear on the sorcerer/wizard spell list. (Examples) [b]ANTIMAGIC:[/b] 0-[i]detect magic[/i]; 1st-[i]protection from chaos/good/evil/law[/i]; 2nd-[i]obscure object[/i]; 3rd-[i]dispel magic[/i]; 4th-[i]minor globe of invulnerability[/i]; 5th-[i]break enchantment[/i]; 6th-[i]antimagic field[/i]; 7th-[i]spell turning[/i]; 8th-[i]protection from spells[/i]; 9th-[i]Mordenkainen's disjunction[/i] [b]BATTLE:[/b] 0-[i]daze[/i]; 1st-[i]true strike[/i]; 2nd-[i]protection from arrows[/i]; 3rd-[i]greater magic weapon[/i]; 4th-[i]fire shield[/i]; 5th-[i]Bigby's interposing hand[/i]; 6th-[i]Tenser's transformation[/i]; 7th-[i]power word blind[/i]; 8th-[i]moment of prescience[/i]; 9th-[i]time stop[/i] Examples of scaling powers? Not necessarily a bad idea. Something along the line of Specialization. That’s not too hard. We will need some examples and some opinions. Thoughts?? [/QUOTE]
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