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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="fuindordm" data-source="post: 1381731" data-attributes="member: 5435"><p>OK, Here's hoping this doesn't appear six times again...</p><p></p><p>It sounds like we're converging here.</p><p></p><p>Re: sorcerer's relative power level</p><p></p><p>I'm pretty much unconcerned with minor tweaks to the class like</p><p>d6 HD, light armor, all simple weapons, extra class skills or skill points, etc. Probably giving the sorcerer all of these is too much; while they have more time to learn martial skills, I still think that the class should thematically rely on magic almost exclusively.</p><p></p><p>As for their spells, Khaalis said Im in the minority thinking that sorcerers are well balanced. I still agree wholeheartedly that the current sorcerer is bland and not very fun due to the "one-trick-pony" phenomenon. However, in my experience the typical wizard has about 4 favorite spells per level that they prepare and cast all the time, and that their much-lauded versatility is seldom put into practice. </p><p></p><p>That's why I think adding more spells known should be balanced by giving them fewer spells per day. I don't want the new sorcerer to eclipse the wizard, and you're adding a *lot* of goodies.</p><p></p><p>Re: lineage vs affinity... why debate this?</p><p></p><p>Re: spontaneous metamagic feats: I'd rather see this as one special ability that a sorcerer can choose rather than something all of them have. Maybe it could be a nice perk only available to the "general lineage" sorcerer.</p><p></p><p>Re: components: Material components, while a pain in the butt to manage, are in my mind one of the most fundamental principles of real-world magical practice and thinking. Still, they should I think be more free-form, and the D&D components are often unbearable punnish or banal. </p><p></p><p>Re: spell-like abilities; I agree that it's more appropriate for these to evolve from the domain spells exclusively. However, I don't think it's a huge benefit to the class and would rather see this capped at third level spells. Rather, let them get access to special lineage abilities sooner and cap with some really exciting special ability at or near 20th level--something like spell resistance, damage reduction, change to elemental/fey/giant type, etc.</p><p></p><p>In the Celestial domain, why not add a couple of healing spells? Honestly, with the cleric domains pillaging the Sor/Wiz list for Lightning Bolts, Prismatic Spheres and Power Words I don't see any reason why you shouldn't do the same. If you're concerned about niche protection, just make them a level or two higher.</p><p></p><p>Example: Celestial Sorcerer Domain (PH only):</p><p>Light, Bless, Cure Light Wounds, Searing Light, Cure Moderate Wounds, True Sight, Planar Ally, Holy Aura, Gate.</p><p></p><p>And I still think getting more known spells is enough of a goody; the +1 CL / +1 DC is just overkill.</p><p></p><p>Cheers, </p><p>Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 1381731, member: 5435"] OK, Here's hoping this doesn't appear six times again... It sounds like we're converging here. Re: sorcerer's relative power level I'm pretty much unconcerned with minor tweaks to the class like d6 HD, light armor, all simple weapons, extra class skills or skill points, etc. Probably giving the sorcerer all of these is too much; while they have more time to learn martial skills, I still think that the class should thematically rely on magic almost exclusively. As for their spells, Khaalis said Im in the minority thinking that sorcerers are well balanced. I still agree wholeheartedly that the current sorcerer is bland and not very fun due to the "one-trick-pony" phenomenon. However, in my experience the typical wizard has about 4 favorite spells per level that they prepare and cast all the time, and that their much-lauded versatility is seldom put into practice. That's why I think adding more spells known should be balanced by giving them fewer spells per day. I don't want the new sorcerer to eclipse the wizard, and you're adding a *lot* of goodies. Re: lineage vs affinity... why debate this? Re: spontaneous metamagic feats: I'd rather see this as one special ability that a sorcerer can choose rather than something all of them have. Maybe it could be a nice perk only available to the "general lineage" sorcerer. Re: components: Material components, while a pain in the butt to manage, are in my mind one of the most fundamental principles of real-world magical practice and thinking. Still, they should I think be more free-form, and the D&D components are often unbearable punnish or banal. Re: spell-like abilities; I agree that it's more appropriate for these to evolve from the domain spells exclusively. However, I don't think it's a huge benefit to the class and would rather see this capped at third level spells. Rather, let them get access to special lineage abilities sooner and cap with some really exciting special ability at or near 20th level--something like spell resistance, damage reduction, change to elemental/fey/giant type, etc. In the Celestial domain, why not add a couple of healing spells? Honestly, with the cleric domains pillaging the Sor/Wiz list for Lightning Bolts, Prismatic Spheres and Power Words I don't see any reason why you shouldn't do the same. If you're concerned about niche protection, just make them a level or two higher. Example: Celestial Sorcerer Domain (PH only): Light, Bless, Cure Light Wounds, Searing Light, Cure Moderate Wounds, True Sight, Planar Ally, Holy Aura, Gate. And I still think getting more known spells is enough of a goody; the +1 CL / +1 DC is just overkill. Cheers, Ben [/QUOTE]
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