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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="fuindordm" data-source="post: 1379633" data-attributes="member: 5435"><p>Yes, I think the mixture and level requirements are fine. For the Sorcerer abilities I would like to see a menu of perhaps 10-20 abilities that have level and possibly heredity requirements. </p><p></p><p>I personally don't have a problem with sorcerer spells having components. I think components are an important limitation, actually, that helps balance the sorcerer's innate power. Perhaps, however, you can allow them to define their own components for each spell with the restriction that each spell must have the same number of components that it would for a wizard, and allow them to come up with their own. In the spirit of HERO, you could add options for C(oncentration) components,</p><p>SK(ill roll required) components, and others to further individualize the sorcerer's casting style.</p><p></p><p></p><p></p><p>Yes, I understood this. The vanilla sorcerer, I think, has struck a good balance between versatility and spells per day. Giving them more spells known, even only one per level, gives them too much power relative to the wizard.</p><p></p><p></p><p></p><p>Makes sense to me, also easier for the players to compare and</p><p>contrast options this way.</p><p></p><p></p><p></p><p>Actually, I think they fit just fine for the generalized Sorcerer.</p><p>Just give them any one Cha-based bonus class skill; this will</p><p>reflect how their natural aura of power affects those around</p><p>them. The Language may feel a little harder to justify, so </p><p>for the general sorcerer you could grant them two free ranks</p><p>in the Cha-based skill that they chose. How about that?</p><p></p><p></p><p></p><p>Well, special spell selection should be balanced against the general sorcerer/wizard spell list. So a Celestial sorcerer might gain access to a subset of the clerical list but lose access to an equally potent subset of the wizard list. A Fire sorcerer would gain access to all spells with the Fire descriptor, but lose access to all spells with the Cold and Water descriptors. And so forth.</p><p></p><p>Losing access to one or more schools should usually be enough to balance adding a potent spell path or especially useful spells from another class's spell list, especially if it prevents them from using scrolls and wands from those schools.</p><p></p><p></p><p></p><p>See above; I think an extra class skill and 2 free ranks balance</p><p>perfectly against an extra class skill and a language. I think the</p><p>general sorcerer/wizard spell list can be balanced against a more</p><p>themed spell access for heredity sorcerers. No extra bonuses</p><p>are required, and the extra spells known from an arcane domain</p><p>are already a very juicy reward for choosing two barred schools.</p><p></p><p>Cheers,</p><p>Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 1379633, member: 5435"] Yes, I think the mixture and level requirements are fine. For the Sorcerer abilities I would like to see a menu of perhaps 10-20 abilities that have level and possibly heredity requirements. I personally don't have a problem with sorcerer spells having components. I think components are an important limitation, actually, that helps balance the sorcerer's innate power. Perhaps, however, you can allow them to define their own components for each spell with the restriction that each spell must have the same number of components that it would for a wizard, and allow them to come up with their own. In the spirit of HERO, you could add options for C(oncentration) components, SK(ill roll required) components, and others to further individualize the sorcerer's casting style. Yes, I understood this. The vanilla sorcerer, I think, has struck a good balance between versatility and spells per day. Giving them more spells known, even only one per level, gives them too much power relative to the wizard. Makes sense to me, also easier for the players to compare and contrast options this way. Actually, I think they fit just fine for the generalized Sorcerer. Just give them any one Cha-based bonus class skill; this will reflect how their natural aura of power affects those around them. The Language may feel a little harder to justify, so for the general sorcerer you could grant them two free ranks in the Cha-based skill that they chose. How about that? Well, special spell selection should be balanced against the general sorcerer/wizard spell list. So a Celestial sorcerer might gain access to a subset of the clerical list but lose access to an equally potent subset of the wizard list. A Fire sorcerer would gain access to all spells with the Fire descriptor, but lose access to all spells with the Cold and Water descriptors. And so forth. Losing access to one or more schools should usually be enough to balance adding a potent spell path or especially useful spells from another class's spell list, especially if it prevents them from using scrolls and wands from those schools. See above; I think an extra class skill and 2 free ranks balance perfectly against an extra class skill and a language. I think the general sorcerer/wizard spell list can be balanced against a more themed spell access for heredity sorcerers. No extra bonuses are required, and the extra spells known from an arcane domain are already a very juicy reward for choosing two barred schools. Cheers, Ben [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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