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Sorcerer Fix - Continued from "D&D Rules" (PART 2)
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<blockquote data-quote="Grayhawk" data-source="post: 1386143" data-attributes="member: 11288"><p>I've been following this from it's inception, mostly mining it for ideas for my own Sorcerer fix, but in an attempt 'to give something back' I'll comment on some of the issues brought up, as well as presenting my own Sorcerer.</p><p></p><p>Keep in mind that the following is merely my own opinion.</p><p></p><p>First, I don't agree that the Sorcerer is <em>vastly</em> underpowered, and as such I think that any weakness quickly can be overcompensated for.</p><p></p><p>I don't think the Sorcerer should get any armor proficiencies.</p><p></p><p>(As I understand it, Khaalis doesn't want to remove the ASF while in Light armors - nor should he - so I don't see any reason for the Sorcerer to get Light armors. The fact that anybody can use Padded and Leather without any drawbacks besides ASF doesn't suggest to me that you might as well be trained in <em>all</em> Light armors. I just see it as an option for a Sorcerer to put on a Light armor, if he can life with the ASF.)</p><p></p><p>Regarding Class Skills, the only thing I would do is replace Bluff and Knowledge Arcana with Intimidate and Diplomacy.</p><p></p><p>(I don't believe it's necesarry to pile up on the Cha skills for the Sorcerer to get something out of his Cha score, and I believe that doing so will lessen the Bards appeal as 'Face' and information gatherer. I think the addition of Intimidate and Diplomacy is enough, and that it can represent how different Sorcerers choose to influence their surroundings through their high charisma.)</p><p></p><p>As for skill points, I feel that 2 may just be enough.</p><p></p><p>(Especially for my own game, where I have 'opened up' the availability of skills by letting cross class skills have the same cost as class skills (but keeping Max ranks the same), as well as giving 1 free skill point per level to be used with a Knowledge, Profession or Craft skill. Also, doubling the Sorcerer's skill points lessens the appeal of the Human's skill benefit and the need for allocating stat points to Int. Also, even though the Sorcerer may be self taught, I can easily see the argument that someone who manifests magic powers will be lacking in the skills department.)</p><p></p><p>I feel that it's ok to improve the Sorcere's HD to a d6, as this will help differentiate him from the Wizard and since it fits the image of him not gaining his spells from being locked away in a library.</p><p></p><p>I agree that the Sorcerer should get all Simple Weapons.</p><p></p><p>I think that Sorcerers should be able to change spells by 'evolving' them instead of the core mechanic that lets them swap unrelated spells.</p><p></p><p>I actually believe that Familiars fit Sorcerers better than Wizards, and as such would rather remove the Familiar from the Wizard's list of class abilities and place it on their bonus feat list instead. But since this thread is about changing the Sorcerer, I can live with removing it from the Sorcerer instead.</p><p></p><p>I think that Sorcerers should definitely get Eschew Materials for free.</p><p></p><p>(Especially if used in conjunction with describing the Sorcerer's spells as being cast differently than the Wizard's, like I mentioned earlier: 'A channeling of innate power, often requiring a powerful gesture - like pointing at the target of a spell - as well as a word of power.')</p><p></p><p>I'm not much for all the heredity, lineage, bloodline, etc stuff that many people seem to want to be part of the Sorcerer. I think that the class shall be kept simple and clean, leaving the 'advanced' options for PrC's (which I don't use at all.)</p><p></p><p>Also, I don't agree that the sorcerer needs a lot of class abilities, as I see his spells as being his class abilities.</p><p></p><p>Letting a Sorcerer Detect Magic at will is too powerful, IMO.</p><p></p><p>I do however agree with letting the Sorcerer improve his numbers of spell known by alowing him to choose a Domain from UA. These spells should be cast at their original level, and shouldn't be subject to 'evolving'.</p><p></p><p>Giving the Sorcerer a Metamagic ability that is governed by the Cha stat and which can make his casting different from the Wizard should (among the changes mentioned above) be enough for the Sorcerer.</p><p></p><p>Here follows my attempt at creating an alternate Sorcerer to replace the one from PH. For ease of reference I've named this class the Arcanist.</p><p></p><p></p><p></p><p><strong>The Arcanist</strong></p><p></p><p>d6 HP</p><p>Good Will</p><p>Poor BAB</p><p>Simple Weapons</p><p>No Armors</p><p>2 Skill Points/lvl </p><p>Concentration, Craft, Diplomacy, Intimidate, Profession, Spellcraft</p><p></p><p>Spells per day as Sorcerer</p><p>Spells Known as Sorcerer + 1 Domain from UA</p><p></p><p>No Familiar, but can obtain one at the cost of a feat</p><p></p><p>Eschew Materials a 1st level, but cannot learn spells with a material component costing more than 1 GP</p><p></p><p>Spontaneous Metamagic:</p><p></p><p>An Arcanist gets 3+Cha bonus slots per day to improve his spells with Metamagic feats. Metamagic feats can only be applied to spells the Arcanist could have affected using the core rules. Thus a 4th level Arcanist can apply MM feats with a level adjustment of +1 to either his 0 or 1st level spells, MM feats with a +2 adjustment to his 0 level spells only, and cannot affect his 2nd level spells (yet). Upon reaching 8th level he can apply the Quicken Spell feat to his 0 level spells, etc.</p><p></p><p>The cost is one 'slot' per increased level adjustment. Thus a 4th level Arcanist with a Cha of 16 has 6 slots to freely improve his spells by each day. These 6 slots can for example be used in the following way: Silent 2 1st level spells and both Silent and Still 2 0 level spells, or any other combination that adds up to 6 levels worth of adjustments.</p><p></p><p>Spells thus adjustet don't increase in casting time and don't require higher level spell slots.</p><p></p><p></p><p></p><p>That's it. I feel that my special metamagic ability is enough of a benefit that no higher class abilities are needed, as it continues to improve as the Arcanist can apply it to higher level spells. Only thing I'm afraid of is whether it's <em>too</em> powerful. Maybe it should only apply to Silent and Still, making stuff like Empower and Quicken available through normal feat cost?</p><p></p><p>I'm aware that not all of the things presented in this post may be of use to the Sorcerer being developed here, but i hope that at least some of it may be.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="Grayhawk, post: 1386143, member: 11288"] I've been following this from it's inception, mostly mining it for ideas for my own Sorcerer fix, but in an attempt 'to give something back' I'll comment on some of the issues brought up, as well as presenting my own Sorcerer. Keep in mind that the following is merely my own opinion. First, I don't agree that the Sorcerer is [i]vastly[/i] underpowered, and as such I think that any weakness quickly can be overcompensated for. I don't think the Sorcerer should get any armor proficiencies. (As I understand it, Khaalis doesn't want to remove the ASF while in Light armors - nor should he - so I don't see any reason for the Sorcerer to get Light armors. The fact that anybody can use Padded and Leather without any drawbacks besides ASF doesn't suggest to me that you might as well be trained in [i]all[/i] Light armors. I just see it as an option for a Sorcerer to put on a Light armor, if he can life with the ASF.) Regarding Class Skills, the only thing I would do is replace Bluff and Knowledge Arcana with Intimidate and Diplomacy. (I don't believe it's necesarry to pile up on the Cha skills for the Sorcerer to get something out of his Cha score, and I believe that doing so will lessen the Bards appeal as 'Face' and information gatherer. I think the addition of Intimidate and Diplomacy is enough, and that it can represent how different Sorcerers choose to influence their surroundings through their high charisma.) As for skill points, I feel that 2 may just be enough. (Especially for my own game, where I have 'opened up' the availability of skills by letting cross class skills have the same cost as class skills (but keeping Max ranks the same), as well as giving 1 free skill point per level to be used with a Knowledge, Profession or Craft skill. Also, doubling the Sorcerer's skill points lessens the appeal of the Human's skill benefit and the need for allocating stat points to Int. Also, even though the Sorcerer may be self taught, I can easily see the argument that someone who manifests magic powers will be lacking in the skills department.) I feel that it's ok to improve the Sorcere's HD to a d6, as this will help differentiate him from the Wizard and since it fits the image of him not gaining his spells from being locked away in a library. I agree that the Sorcerer should get all Simple Weapons. I think that Sorcerers should be able to change spells by 'evolving' them instead of the core mechanic that lets them swap unrelated spells. I actually believe that Familiars fit Sorcerers better than Wizards, and as such would rather remove the Familiar from the Wizard's list of class abilities and place it on their bonus feat list instead. But since this thread is about changing the Sorcerer, I can live with removing it from the Sorcerer instead. I think that Sorcerers should definitely get Eschew Materials for free. (Especially if used in conjunction with describing the Sorcerer's spells as being cast differently than the Wizard's, like I mentioned earlier: 'A channeling of innate power, often requiring a powerful gesture - like pointing at the target of a spell - as well as a word of power.') I'm not much for all the heredity, lineage, bloodline, etc stuff that many people seem to want to be part of the Sorcerer. I think that the class shall be kept simple and clean, leaving the 'advanced' options for PrC's (which I don't use at all.) Also, I don't agree that the sorcerer needs a lot of class abilities, as I see his spells as being his class abilities. Letting a Sorcerer Detect Magic at will is too powerful, IMO. I do however agree with letting the Sorcerer improve his numbers of spell known by alowing him to choose a Domain from UA. These spells should be cast at their original level, and shouldn't be subject to 'evolving'. Giving the Sorcerer a Metamagic ability that is governed by the Cha stat and which can make his casting different from the Wizard should (among the changes mentioned above) be enough for the Sorcerer. Here follows my attempt at creating an alternate Sorcerer to replace the one from PH. For ease of reference I've named this class the Arcanist. [b]The Arcanist[/b] d6 HP Good Will Poor BAB Simple Weapons No Armors 2 Skill Points/lvl Concentration, Craft, Diplomacy, Intimidate, Profession, Spellcraft Spells per day as Sorcerer Spells Known as Sorcerer + 1 Domain from UA No Familiar, but can obtain one at the cost of a feat Eschew Materials a 1st level, but cannot learn spells with a material component costing more than 1 GP Spontaneous Metamagic: An Arcanist gets 3+Cha bonus slots per day to improve his spells with Metamagic feats. Metamagic feats can only be applied to spells the Arcanist could have affected using the core rules. Thus a 4th level Arcanist can apply MM feats with a level adjustment of +1 to either his 0 or 1st level spells, MM feats with a +2 adjustment to his 0 level spells only, and cannot affect his 2nd level spells (yet). Upon reaching 8th level he can apply the Quicken Spell feat to his 0 level spells, etc. The cost is one 'slot' per increased level adjustment. Thus a 4th level Arcanist with a Cha of 16 has 6 slots to freely improve his spells by each day. These 6 slots can for example be used in the following way: Silent 2 1st level spells and both Silent and Still 2 0 level spells, or any other combination that adds up to 6 levels worth of adjustments. Spells thus adjustet don't increase in casting time and don't require higher level spell slots. That's it. I feel that my special metamagic ability is enough of a benefit that no higher class abilities are needed, as it continues to improve as the Arcanist can apply it to higher level spells. Only thing I'm afraid of is whether it's [i]too[/i] powerful. Maybe it should only apply to Silent and Still, making stuff like Empower and Quicken available through normal feat cost? I'm aware that not all of the things presented in this post may be of use to the Sorcerer being developed here, but i hope that at least some of it may be. Good luck! [/QUOTE]
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