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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="Stalker0" data-source="post: 1385059" data-attributes="member: 5889"><p>Getting spell school detection through detect magic is preety easy in most campaigns. A lot of sorcs get spellcraft, and with the increase the skill points it would occur even more often. Also, the main difference between this and permancy is you get it a lot sooner, it has no cost, and permancy can be dispelled.</p><p></p><p>Why does it need to be 10 class abilities? From my count clerics only get turning, spontaneous heal, and two domains, no where near 10. Wizards get 5 bonus feats and a familiar, but again no where near ten. Sorcs right now get eschew materials, spontaneous magic, a couple of lineage abilities, SLA's, and perfect self. Why go for any more?</p><p></p><p>Your not backpedaling by not swapping out the lineage spell when it becomes a SLA. You gave the sorc that spell to enhance flexibilty, and now he can even use it as SLA on occasion. That's flexible already. Switching it out for another spell is even more flexible granted, but I believe it may be unneccesary.</p><p></p><p>As for the perfect self, why make him an outsider? He doesn't have to change type necesarily, he just gets some kind of change for being that imbued with magic.</p><p></p><p>As far as the power balance goes... if I'm correct the project is designed to enhance the customability and flexibility or the sorc and make him fit the roles he was designed for... not necessarily to make him stronger. The lineages have already gone a long way to doing that... if we make a powerful class with flavor... we made a good class. If we can make one with a lot of flavor and about the same power as the original we made a great class.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 1385059, member: 5889"] Getting spell school detection through detect magic is preety easy in most campaigns. A lot of sorcs get spellcraft, and with the increase the skill points it would occur even more often. Also, the main difference between this and permancy is you get it a lot sooner, it has no cost, and permancy can be dispelled. Why does it need to be 10 class abilities? From my count clerics only get turning, spontaneous heal, and two domains, no where near 10. Wizards get 5 bonus feats and a familiar, but again no where near ten. Sorcs right now get eschew materials, spontaneous magic, a couple of lineage abilities, SLA's, and perfect self. Why go for any more? Your not backpedaling by not swapping out the lineage spell when it becomes a SLA. You gave the sorc that spell to enhance flexibilty, and now he can even use it as SLA on occasion. That's flexible already. Switching it out for another spell is even more flexible granted, but I believe it may be unneccesary. As for the perfect self, why make him an outsider? He doesn't have to change type necesarily, he just gets some kind of change for being that imbued with magic. As far as the power balance goes... if I'm correct the project is designed to enhance the customability and flexibility or the sorc and make him fit the roles he was designed for... not necessarily to make him stronger. The lineages have already gone a long way to doing that... if we make a powerful class with flavor... we made a good class. If we can make one with a lot of flavor and about the same power as the original we made a great class. [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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