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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="fuindordm" data-source="post: 1383814" data-attributes="member: 5435"><p>This sorcerer is starting to look really yummy to me.</p><p></p><p></p><p></p><p>Fair enough. It's true that the wizard is the ultimate customizable character. I guess this falls under the YMMV acronym. <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></p><p></p><p>Especially with the 3.5 trend towards splitting spells with more than one use into multiple spells... it's a lot harder for the sorcerer to find spells with general utility. I would accept this IMC provided that the lineage spells are comparable to clerical domains--there may be one or two "money" spells in there, but the remainder are flavor/utility spells.</p><p></p><p></p><p></p><p>From a background of mythology and cultural anthropology, rather than any modern magical practice. (E.g. Frasier's 'laws' of sympathy and contagion.) The distinction between a focus and a material component is minor in my mind. At any rate I agree that D&D's handling of materials/foci is rather silly and would shed no tears to see all sorcerers with Eschew Materials.</p><p></p><p>What I do think would be interesting and flavorful is if all sorcerers had a 'personal focus' for their spells. This could be a childhood toy that they associated with their emerging magic, a staff that they carved themselves while learning to control their power, a drug that allows them to access the right mental state, or even a minor ritual that they must perform along with the spellcasting at the beginning of an encounter.</p><p></p><p>As they gain levels, one of their class abilities can be learning to dispense with this focus.</p><p></p><p>Again borrowing a page from HERO, I would say that sorcerers can gain a minor benefit such as +1 caster level & DC to lineage spells if their focus is obvious and accessable (such as a staff), +1 to one or the other if their focus is inobvious and accessable (such as an old teddy bear or a drug), but no benefit at all if the focus is something that can't be taken away from the sorcerer.</p><p></p><p></p><p></p><p>Makes sense.</p><p></p><p></p><p></p><p>Yeah, I agree. That's why I think of the innate lineage spells as a good way to add flavor but relatively little power... and I'd favor keeping the 0-level lineage spell/innate spell just for the pleasant symmetry.</p><p></p><p>I like the examples of lineage abilities that I've seen so far.</p><p></p><p></p><p></p><p>OK by me. Another idea I had to balance sorcerous healing was to give them a double whammy: a healing spell in a sorcerer's domain had to be (a) at least one level higher than normal and (b) cost 2 spell slots to cast instead of one. But that extra mechanic makes things complicated. One could also borrow a page from AU and say that sorcerer's healing spells cause an equal amount of subdual damage to the sorcerer, since they're not channeling divine energy.</p><p></p><p></p><p></p><p>Very cool! For lineage abilities, I suggest you steal Monte Cook's "The Sight" (that allows a witch to know the level/HD of a creature, and perhaps a brief vision suggesting their relative importance/destiny--something like Min's ability in the Wheel of Time). For the second one... maybe something to enhance their skill with Enchantment/compulsion magic? Hmm...</p><p></p><p></p><p></p><p>I like this better than divine grace, although when combined</p><p>with the spell resistance that a general lineage sorcerer gets--wow!</p><p></p><p>Here's a thought--maybe this is an ability the sorcerer can activate as a free action (Cha bonus) times per day? I know, I know, I'm always the one saying "weaken this build!" It doesn't mean I don't like it! I'm just concerned about the sorcerer turning into the teflon mage--spells just roll off him.</p><p></p><p></p><p></p><p></p><p>I like this much better than the previous table. Things are looking a little sparse in the middle there--this would be a good place to stick an "Eschew personal focus" ability (see above suggestion).</p><p></p><p>Phew!</p><p></p><p>--Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 1383814, member: 5435"] This sorcerer is starting to look really yummy to me. Fair enough. It's true that the wizard is the ultimate customizable character. I guess this falls under the YMMV acronym. :-) Especially with the 3.5 trend towards splitting spells with more than one use into multiple spells... it's a lot harder for the sorcerer to find spells with general utility. I would accept this IMC provided that the lineage spells are comparable to clerical domains--there may be one or two "money" spells in there, but the remainder are flavor/utility spells. From a background of mythology and cultural anthropology, rather than any modern magical practice. (E.g. Frasier's 'laws' of sympathy and contagion.) The distinction between a focus and a material component is minor in my mind. At any rate I agree that D&D's handling of materials/foci is rather silly and would shed no tears to see all sorcerers with Eschew Materials. What I do think would be interesting and flavorful is if all sorcerers had a 'personal focus' for their spells. This could be a childhood toy that they associated with their emerging magic, a staff that they carved themselves while learning to control their power, a drug that allows them to access the right mental state, or even a minor ritual that they must perform along with the spellcasting at the beginning of an encounter. As they gain levels, one of their class abilities can be learning to dispense with this focus. Again borrowing a page from HERO, I would say that sorcerers can gain a minor benefit such as +1 caster level & DC to lineage spells if their focus is obvious and accessable (such as a staff), +1 to one or the other if their focus is inobvious and accessable (such as an old teddy bear or a drug), but no benefit at all if the focus is something that can't be taken away from the sorcerer. Makes sense. Yeah, I agree. That's why I think of the innate lineage spells as a good way to add flavor but relatively little power... and I'd favor keeping the 0-level lineage spell/innate spell just for the pleasant symmetry. I like the examples of lineage abilities that I've seen so far. OK by me. Another idea I had to balance sorcerous healing was to give them a double whammy: a healing spell in a sorcerer's domain had to be (a) at least one level higher than normal and (b) cost 2 spell slots to cast instead of one. But that extra mechanic makes things complicated. One could also borrow a page from AU and say that sorcerer's healing spells cause an equal amount of subdual damage to the sorcerer, since they're not channeling divine energy. Very cool! For lineage abilities, I suggest you steal Monte Cook's "The Sight" (that allows a witch to know the level/HD of a creature, and perhaps a brief vision suggesting their relative importance/destiny--something like Min's ability in the Wheel of Time). For the second one... maybe something to enhance their skill with Enchantment/compulsion magic? Hmm... I like this better than divine grace, although when combined with the spell resistance that a general lineage sorcerer gets--wow! Here's a thought--maybe this is an ability the sorcerer can activate as a free action (Cha bonus) times per day? I know, I know, I'm always the one saying "weaken this build!" It doesn't mean I don't like it! I'm just concerned about the sorcerer turning into the teflon mage--spells just roll off him. I like this much better than the previous table. Things are looking a little sparse in the middle there--this would be a good place to stick an "Eschew personal focus" ability (see above suggestion). Phew! --Ben [/QUOTE]
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