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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="Sonofapreacherman" data-source="post: 1385805" data-attributes="member: 2315"><p>Perhaps I can do for Stalker0 what Knight_Errant did for me.</p><p></p><p>The issue Stalker0 is making here is not so black and white. It is not about making the sorcerer more powerful or not. It is not even about making the sorcerer more flexible or not. What Stalker0 seems to be saying (in my opinion) is that the sorcerer should be made "more flexible" without making the sorcerer "too powerful" (and definitely not more powerful than the other core character classes).</p><p></p><p>The one-trick pony effect of the sorcerer is removed by giving them more spells to choose from. They cease to be a machine gun of combat spells by giving them *any ability* that increases their spells known. Sorcerer flexibility is achieved by that alone. Beyond raising their HD, class skill choices, and skill points, adding anything more to the sorcerer borders on the *two* powerful side.</p><p></p><p>This statement is predicated on the belief that there are fundamental differences between <em>arcane</em> and <em>divine</em> spells.</p><p></p><p>Some of you feel that both are equally powered, while many are convinced (creators included) that arcane spells were deliberately designed to be significantly more powerful than divine spells (both as combat and utility spells). Comparing the two sets of spellcasting abilities equally (by simply counting abilities) ignores their fundamental differences. Because divine spells are less powerful than arcane spells, clerics and druids get a boost in other areas (domain abilities and wildshape for example).</p><p></p><p>Arcane spells *are* the abilities that sorcerers enjoy. Not magical saving throw bonuses. Not monk-like abilities. Sorcerers can replicate a host of wildly varied and unique abilities by (as boring as this may sound to some of you) casting their spells. Those spells are the central nervous system and beating heart of the sorcerer. Forgetting that, by adding additional special abilities to the sorcerer (not to be confused with adding abilities that augment their existing spells), is like forgetting what this innately magical character class is about, not to mention game balance.</p></blockquote><p></p>
[QUOTE="Sonofapreacherman, post: 1385805, member: 2315"] Perhaps I can do for Stalker0 what Knight_Errant did for me. The issue Stalker0 is making here is not so black and white. It is not about making the sorcerer more powerful or not. It is not even about making the sorcerer more flexible or not. What Stalker0 seems to be saying (in my opinion) is that the sorcerer should be made "more flexible" without making the sorcerer "too powerful" (and definitely not more powerful than the other core character classes). The one-trick pony effect of the sorcerer is removed by giving them more spells to choose from. They cease to be a machine gun of combat spells by giving them *any ability* that increases their spells known. Sorcerer flexibility is achieved by that alone. Beyond raising their HD, class skill choices, and skill points, adding anything more to the sorcerer borders on the *two* powerful side. This statement is predicated on the belief that there are fundamental differences between [i]arcane[/i] and [i]divine[/i] spells. Some of you feel that both are equally powered, while many are convinced (creators included) that arcane spells were deliberately designed to be significantly more powerful than divine spells (both as combat and utility spells). Comparing the two sets of spellcasting abilities equally (by simply counting abilities) ignores their fundamental differences. Because divine spells are less powerful than arcane spells, clerics and druids get a boost in other areas (domain abilities and wildshape for example). Arcane spells *are* the abilities that sorcerers enjoy. Not magical saving throw bonuses. Not monk-like abilities. Sorcerers can replicate a host of wildly varied and unique abilities by (as boring as this may sound to some of you) casting their spells. Those spells are the central nervous system and beating heart of the sorcerer. Forgetting that, by adding additional special abilities to the sorcerer (not to be confused with adding abilities that augment their existing spells), is like forgetting what this innately magical character class is about, not to mention game balance. [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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