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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="Stalker0" data-source="post: 1383864" data-attributes="member: 5889"><p>Alright, now we got something we can work with<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>Hey Khaalis, just a note: SLA don't work in antimagic fields<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>Okay, overall I like it, good flavor, feels good, now let's get down to the gritty.</p><p></p><p>1) Just a conciseness change... I would take the paragraphs under spells that talk about spell chains and the ability to swap spells at 4th, 6th and so as abilities to put on the class list. When you have a big paragraph like that its easy to miss those details, and they are benefits of the sorc that should be hilited.</p><p></p><p>2) Do not underestimate arcane sense. For anyone who has played a paladin, detect evil and will is huge!! Detect magic is for much more than just checking items, you can detect all sorts of creatures, spell effects, etc. This ability lets teh sorc become a virtual magical trap finder himself!!!</p><p></p><p>PCs: Okay we get to the door</p><p>Sorc: I detect magic on the door.</p><p>DM: Yeah, there's evocation magic on the doorknob.</p><p>Rogue: Probably a magic trap I'll take a look.</p><p></p><p>3) I would drop strength of magic. They are already getting lineage abilities, and arcane sense, and innate abilities. I think we have plenty of flavor there already.</p><p></p><p>4) For the alignment based lineages (like celestial) I would put in a clause that says if they go evil they lose all lineage abilities and spells until they atone.</p><p></p><p>5) I wouldn't give the sorc a new spell when one of their lineage becomes a SLA. Hey even if they can cast it 6 times a day freely, they may want it 7 or 8 times as normal spells... and we already have two other ways for sorcs to trade up on spells, 3rd I think is a bit much.</p><p></p><p>6) I like the idea of a perfect self.. but I would prefer to see it with a different mechanic than the monks. Okay, the sorc's an innate magical creature... but let's think of some other bonus besides DR.</p><p></p><p></p><p>Overall though I like the balance of costs and benefits for each lineage, I like the progression, and I like the customability. I'm still a little worried that we're giving teh sorc too many new spells known, and too many good abilities... but I think we're moving in the right direction.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 1383864, member: 5889"] Alright, now we got something we can work with:) Hey Khaalis, just a note: SLA don't work in antimagic fields:) Okay, overall I like it, good flavor, feels good, now let's get down to the gritty. 1) Just a conciseness change... I would take the paragraphs under spells that talk about spell chains and the ability to swap spells at 4th, 6th and so as abilities to put on the class list. When you have a big paragraph like that its easy to miss those details, and they are benefits of the sorc that should be hilited. 2) Do not underestimate arcane sense. For anyone who has played a paladin, detect evil and will is huge!! Detect magic is for much more than just checking items, you can detect all sorts of creatures, spell effects, etc. This ability lets teh sorc become a virtual magical trap finder himself!!! PCs: Okay we get to the door Sorc: I detect magic on the door. DM: Yeah, there's evocation magic on the doorknob. Rogue: Probably a magic trap I'll take a look. 3) I would drop strength of magic. They are already getting lineage abilities, and arcane sense, and innate abilities. I think we have plenty of flavor there already. 4) For the alignment based lineages (like celestial) I would put in a clause that says if they go evil they lose all lineage abilities and spells until they atone. 5) I wouldn't give the sorc a new spell when one of their lineage becomes a SLA. Hey even if they can cast it 6 times a day freely, they may want it 7 or 8 times as normal spells... and we already have two other ways for sorcs to trade up on spells, 3rd I think is a bit much. 6) I like the idea of a perfect self.. but I would prefer to see it with a different mechanic than the monks. Okay, the sorc's an innate magical creature... but let's think of some other bonus besides DR. Overall though I like the balance of costs and benefits for each lineage, I like the progression, and I like the customability. I'm still a little worried that we're giving teh sorc too many new spells known, and too many good abilities... but I think we're moving in the right direction. [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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