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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="Stalker0" data-source="post: 1379504" data-attributes="member: 5889"><p>I just had a couple of other thoughts.</p><p></p><p>1) If your going to include a metamagic mechanic for sorcs, you have to give them metamagics as bonus feats. You can't just assume sorc will take them. Which brings me to my next thought.</p><p></p><p>2) Perhaps the generalist would gain a bonus metamagic feat, and then the metamagic mechanic either Khaalis or I worked out. But here's the sticker, we can apply the same system to the heredities (oh by the way, I like the name heritage better, what do you think?)</p><p></p><p>For instance anti-magic heritage gives the sorcs as bonus spells: dispel magic, greater dispelling, and maybe a couple of others. A sorc gains a number of points equal to his charisma mod per day. For every point he spends he can increase the caster level of his given spells (the ones from the list) by 1. So a sorc could gain a +4 to caster level on dispel magic, or +1 to dispel magic 4 times.</p><p></p><p>For an elemental heritage, let's say fireborn. You gain a fair number of fire spells. A number of times per day equal to your charisma mod, you gain ER 10 (fire) for 1 minute.</p><p></p><p>This system has several advantages:</p><p>1) Another way for easier balance. Since spells known is such a commodity for sorcs, we can balance different heritage abilities based on the number of spells you gain. So some would get maybe 9 spells total, we just a bonus language or something, some might gain only one spell but give a really nifty bonus.</p><p>2) Another way to get away from cleric domains. Cleric domains all have 9 spells and a ability. These don't, they are unique to sorcs.</p><p>3) Its uses charisma more.</p><p>4) It differientiates sorcs from each other. Now they don't just have different abilities they gain them at different rates. So some sorcs may gain power quickly but it caps early, some may not see any real power until higher levels. That appeals to different types of players.</p><p>5) Reduces complexity. Before, for every heritage you need a lof of abilities and spells and whatnot. That's a lot of page space. Now each heritage has an ability and a couple of spells gained. That's a small paragraph and easy to understand.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 1379504, member: 5889"] I just had a couple of other thoughts. 1) If your going to include a metamagic mechanic for sorcs, you have to give them metamagics as bonus feats. You can't just assume sorc will take them. Which brings me to my next thought. 2) Perhaps the generalist would gain a bonus metamagic feat, and then the metamagic mechanic either Khaalis or I worked out. But here's the sticker, we can apply the same system to the heredities (oh by the way, I like the name heritage better, what do you think?) For instance anti-magic heritage gives the sorcs as bonus spells: dispel magic, greater dispelling, and maybe a couple of others. A sorc gains a number of points equal to his charisma mod per day. For every point he spends he can increase the caster level of his given spells (the ones from the list) by 1. So a sorc could gain a +4 to caster level on dispel magic, or +1 to dispel magic 4 times. For an elemental heritage, let's say fireborn. You gain a fair number of fire spells. A number of times per day equal to your charisma mod, you gain ER 10 (fire) for 1 minute. This system has several advantages: 1) Another way for easier balance. Since spells known is such a commodity for sorcs, we can balance different heritage abilities based on the number of spells you gain. So some would get maybe 9 spells total, we just a bonus language or something, some might gain only one spell but give a really nifty bonus. 2) Another way to get away from cleric domains. Cleric domains all have 9 spells and a ability. These don't, they are unique to sorcs. 3) Its uses charisma more. 4) It differientiates sorcs from each other. Now they don't just have different abilities they gain them at different rates. So some sorcs may gain power quickly but it caps early, some may not see any real power until higher levels. That appeals to different types of players. 5) Reduces complexity. Before, for every heritage you need a lof of abilities and spells and whatnot. That's a lot of page space. Now each heritage has an ability and a couple of spells gained. That's a small paragraph and easy to understand. [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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