First let me please thank you all for keeping this going in my absence. My last bought of chemo put me down pretty hard. A special thanks to Coredump – you were right on the mark and saved me much time.
On the Mass Reply…
I think it’s a fair trade myself. It grants more flexibility for quite a bit less power.
While I like these, they are a bit complex. Weaving 2 lower level spells to get a spell level one level higher is much more simple, but much more costly as well. I am not sure which way to lean, Simplicity or Lower Cost. Although I think Zoa is mostly correct here...
Similar to Unweaving at N-1 gain in spell levels, the cost to Weave would be something like Cost = N+1, where N is the spell level attempting to be woven.
Thus:
1st level would cost 2 Spell levels (4 cantrips)
2nd level would cost 3 Spell levels (3 1st or 2 1st + 2 cantrips)
3rd level would cost 4 Spell levels (4 1st level, 2 2nd, 1 2nd + 2 1st)
4th level would cost 5 Spell levels (5 1st level, 2 2nd + 1 1st, 1 4th + 1 1st, 1 3rd + 1 2nd)
etc.
* ”A Sorcerer’s power is inborn, and part of his soul. Sorcerers cast spells through innate power rather than through carefully trained skills. Their magic is intuitive rather than logical. For Sorcerers, magic is an intuitive art, not a science.”
* “Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories – just raw power that they direct at will.”
1) It gives that tiny “bump” in spells known (10 spells by 20th level) since 90% of the complaints in the class is that there are too few spells known.
2) It keeps the bonus spells known from being “abused” by forcing them into a specific theme (which brings us back to matching the flavor text).
As for Gypsy – yes it is very game specific. It was meant to be. It is an example of how to make campaign specific Lineages. Not all lineages have to be as openly generic as Celestial or Draconic. For example some campaign worlds allow for Undead to create living spawn. In such a campaign world you could have for example a Sorcerer of Vampiric Lineage. Will I attempt to detail every possible Lineage someone can think up to justify? No. These are examples. DM’s will take and use what they will and create their own as they see fit. As I have stated before there are 3 very perfect templates of this: Domains, and the classes in the AU – Witch and Totem Warrior (each of which use a class template design that allows for unlimited possibilities to be created in place of the core examples).
The sorcerer as I have written takes up 1.5 pages (2 column size 8 font like the PHB, without flavor text) while the PHB sorcerer uses up 2.25 pages.
In publishing terms, per SRD material, the core sorcerer, counting only from “Class Features” forward (not the table, the skills or the flavor text) is comprised of 2,073 words or 11,834 characters with spaces (including Familiar and Armor sidebars). The Alt.sorcerer presented on page 1 here is comprised of 1,442 words or 8,334 characters with spaces.
IF we were to use this mechanic I would prefer to see it used as a constant ability rather than a “Use per day” ability. However – to what would it apply? Lineage spells only is way too limited. I also don’t want the celestial and fiendish to end up being champions of good/evil. The only restrictions they have is a strength toward one side. In other words a celestial sorcerer could be CN. He just cant be evil (too much ‘good’ blood). I don’t want to force them into powers that only work against evil – they aren’t Paladins and they aren’t champions of light – they just have celestial lineage that grants them certain celestial-like powers.
On a purely personal note – I have no sympathy for lazy players. There is a difference between the principle of KISS and sacrificing accuracy for lazy people. As I showed in Post 47 it doesn’t take that much effort to pick up the book and “look” to see what a spell’s descriptor is.
Ok, that’s all I can handle for right now. Time to go recuperate a bit again. I look forward to everyone’s replies. And again, as always….
THANK YOU!
On the Mass Reply…
Its not a derail, it is a viable discussion for the sorcerer. If we hammered this out it would make a fine addition to the “Spells” section of the class to make them a bit more unique.fuindordm said:Man, I didn't think that little mechanic would derail this thread!
I can understand this from a physics point of view, but as it exists, I think the mechanic doesnt quite work so well for standard D&D spells. AU spells Really ARE a completely different animal.Personally, I'm quite comforable with the AU mechanic. It makes sense to me (as a physicist) that fusing things together requires more energy than breaking them apart; the extra spell slot when trading up is the glue that holds the weaving together. But I agree that a different mechanic would be more suitable for D&D magic.
I can see this as a point as well. This might also pertain to…As for the reason you can only trade down once, I think it's just because Monte didn't want one 9th level spell to generate 2^8 first-level spells!
Does anyone think the mechanic needs a failsafe to prevent mass abuse as mentioned above (ie: getting 8 1st level spells for a 9th) or is that a fair trade?Unravel Magic
Requirement: Wis 13+, spontaneous spellcaster
Benefit: With 10 minutes of preparation, a spontaneous spellcaster can "unravel" a high-level spell slot and use that energy to recharge lower-level slots at a more favorable rate. Unraveling a spell of level N in this way generates N-1 spell levels that can be distributed as desired among the lower level slots.
Normal: A spontaneous caster can use a high-level spell slot to cast any one lower-level spell.
I think it’s a fair trade myself. It grants more flexibility for quite a bit less power.
Weave Magic
Requirement: Int 13+, spontaneous spellcaster
Benefit: One or more lower-level spells can be woven together into a high-level spell slot. This requires a concentration skill roll with DC 10 + 2x the level of the slot being woven. (Weaving a 5th-level slot, for example, is DC20). If this check is successful, the spellcaster sacrifices a number of slots with combined levels equal to 1.5 x the target slot (round down).
Examples:
A 1st level spell can be woven from 2 0-level spells (1.5 --> 1)
A 2nd level spell can be woven from 3 1-level spells (3.0 --> 3)
A 3rd level spell can be woven from 4 1-level spells or one 2nd and 2 1st
A 4th level spell can be woven from a 1st, 2nd, and 3rd-level slot, or from 3 second-level slots
etc...
Overall this is a more favorable ratio, especially at high levels.
While I like these, they are a bit complex. Weaving 2 lower level spells to get a spell level one level higher is much more simple, but much more costly as well. I am not sure which way to lean, Simplicity or Lower Cost. Although I think Zoa is mostly correct here...
The only problem I have here is that it will take away yet more weight from the 0-level spell. Its already hard to get people to use them for much more than detect magic as it is. The more I look at it the more I am not sure what the ratio should be. The 1.5 is a good range but the Fraction factor makes it a bit clunky to deal with. I am almost forced to lean to simplicity and say it is simply a +X spell level ratio.I was pretty confused by the mechanic in your Weave Magic feat until I saw the 'round down' parenthesis. It might be best to make that more explicit, or to simply give a spell level cost chart.
Woven...............(0-level spells count as 1/2 spell level)
level...............Cost
1st-level...........1 spell level
2nd-level...........3 spell levels
3rd-level...........4 spell levels
4th-level...........6 spell levels
5th-level...........7 spell levels
... etc.
Of course, we don't have to shave off the last 1/2 level, either. People have to use those cantrips and (when those few run out) 1st level spells sometime.
Similar to Unweaving at N-1 gain in spell levels, the cost to Weave would be something like Cost = N+1, where N is the spell level attempting to be woven.
Thus:
1st level would cost 2 Spell levels (4 cantrips)
2nd level would cost 3 Spell levels (3 1st or 2 1st + 2 cantrips)
3rd level would cost 4 Spell levels (4 1st level, 2 2nd, 1 2nd + 2 1st)
4th level would cost 5 Spell levels (5 1st level, 2 2nd + 1 1st, 1 4th + 1 1st, 1 3rd + 1 2nd)
etc.
If they were done as feats most likely. I am personally leaning toward them being a part of the sorcerer spell mechanic myself. Something to truly make the sorcerer feel unique and fit the flavor text quotes:So would the variant sorceror get one of these feats for free early in their career, and the core bard have to pay for them normally?
* ”A Sorcerer’s power is inborn, and part of his soul. Sorcerers cast spells through innate power rather than through carefully trained skills. Their magic is intuitive rather than logical. For Sorcerers, magic is an intuitive art, not a science.”
* “Sorcerers create magic the way a poet creates poems, with inborn talent honed by practice. They have no books, no mentors, no theories – just raw power that they direct at will.”
Most excellent. Let us know what happens. I will try to get over there and check them out myself, but I cant promise I will have the time.Zoatebix said:I've posted on Monte Cook's boards to make sure we're analyzing things right.
This is correct. If I wanted a Spellcaster with pure versatility, I would play a Wizard. If I want to play a Spellcaster that fits a very specific archetype with little versatility form that archetype, I would play the sorcerer. Also, the Wizard (as it exists in core) is a great class to MC or PrC with if that is your thing (such as the Archmage).Well, on the thread with the poll, 1/2 the people thought sorcerer was the weakest class. So it may need more than a 'boost'. As for playing a wizard, they get access to a LOT more spells, and they get more feats and a familiar. But, mostly the wide flexibility in the spells they can choose.
Right on the mark. The bonus known spells are 2-fold.One of the main complaints about the sorcerer is the lack of versatility they have in picking spells, since they have so few 'known spells' available. What you are suggesting will make that *more* of a problem, since you will be dictating some of the spells they have to take. Severly cutting into what choices people can make. And since the Lineage spells are often not the 'best choices', it will weaken the sorcerer a lot.
1) It gives that tiny “bump” in spells known (10 spells by 20th level) since 90% of the complaints in the class is that there are too few spells known.
2) It keeps the bonus spells known from being “abused” by forcing them into a specific theme (which brings us back to matching the flavor text).
Exactly. I don’t know how often I can say that the “lineages” are NOT a part of the core class material. They are no more a part of the core than the Domain text in the Cleric. The actual Lineages would be a part of another section (an addendum or chapter insert of their own).Um... maybe. The Lineages are not all going to be appropriate for all campaigns, they are not meant to be. Just like Cleric domains, there are LOTS of them, and you pick the ones that fit into your campaign. OTOH, my campaign would better fit having a Gypsy lineage, rather than a fey lineage...but YMMV.
Also, I think most cultures (and many campaigns) have some sort of travelling nomadic type folks.
As for Gypsy – yes it is very game specific. It was meant to be. It is an example of how to make campaign specific Lineages. Not all lineages have to be as openly generic as Celestial or Draconic. For example some campaign worlds allow for Undead to create living spawn. In such a campaign world you could have for example a Sorcerer of Vampiric Lineage. Will I attempt to detail every possible Lineage someone can think up to justify? No. These are examples. DM’s will take and use what they will and create their own as they see fit. As I have stated before there are 3 very perfect templates of this: Domains, and the classes in the AU – Witch and Totem Warrior (each of which use a class template design that allows for unlimited possibilities to be created in place of the core examples).
Good points all. Let me just add that as in #2 above, the entire point is to create a class that can be viably balanced with all of the other classes in the game WITHOUT the need to PrC. People seem to forget that PrC’s are a DM OPTION. They are NOT a part of the Core Class system. They have run amok due to the proliferated d20 publishing. As was mentioned in an earlier part of the thread NO class should be built with even the slightest Thought of PrC’s in mind. PrC’s are written to match core classes. Core classes are not written to fit into PrC’s.1) Check out the special abilities from Rogue, or any of the upper level 'benefits' from bard, paladin, ranger, monk, etc. Any of those would fit well with a PrC. What is to determine what is okay for a 14th level ability, and what should be kept for a PrC?
2) On the heels of that, one of the complaints is that there is currently *nothing* keeping someone as a sorcerer. There is no 'cost' to going PrC. To stop this, you need to get *something* for staying with the core class.
3) What is the point of having a Draconic Lineage, and then having to go to a Draconic Sorcerer PrC? Since it is a 'forced' progression. (you *have* to be the first tobecome the later) what is the benefit/purpose? Why would one stay as a Draconic Lineage Sorcerer? If there is no reason, and they would move to Draconic PrC, why not just put them as the same class?
Correct. I hope to put this to rest once for all…Ignore the lineages, just look at the core class. It isn't longer than the ones in the PHB. Yes the lineages add length, but so do the Domains of the Clerics. And the decisions are essentially the same as having to pick what domains you want.
The sorcerer as I have written takes up 1.5 pages (2 column size 8 font like the PHB, without flavor text) while the PHB sorcerer uses up 2.25 pages.
In publishing terms, per SRD material, the core sorcerer, counting only from “Class Features” forward (not the table, the skills or the flavor text) is comprised of 2,073 words or 11,834 characters with spaces (including Familiar and Armor sidebars). The Alt.sorcerer presented on page 1 here is comprised of 1,442 words or 8,334 characters with spaces.
Shadow as it appears here is based on its use in most of the existing D&D d20 material. Shadow is comprised of both “Shadow” and “Darkness” and is generally linked in some manner to evil/necromancy. As for the Angels – they were chosen specifically because they are the listed celestials most linked to light and radiance.Hmm... maybe. I will have to think about this. But historically, shadow has always been associated more with night and evil, rather than day. OTOH, it already goes against that by requiring a level of 'neutral' alignment.....
Welcome back – hope spring break was a good vacation. I miss those days…Stalker0 said:I'm back!!!![]()
Ok, +1 caster level is of some use (I personally still don’t see it as a big deal, in MOST cases, its not even enough to get you an extra damage die).Alright, back to the celestial and fiendish lineages, i have not yet begun to comment!!
The +1 to caster level is by no means weak. There are only three ways in the game to get it. One is certain cleric domains, and those are for specific spells, another is death knell, and evil spell that kills a person, or an ioun stone that costs 30K.
IF we were to use this mechanic I would prefer to see it used as a constant ability rather than a “Use per day” ability. However – to what would it apply? Lineage spells only is way too limited. I also don’t want the celestial and fiendish to end up being champions of good/evil. The only restrictions they have is a strength toward one side. In other words a celestial sorcerer could be CN. He just cant be evil (too much ‘good’ blood). I don’t want to force them into powers that only work against evil – they aren’t Paladins and they aren’t champions of light – they just have celestial lineage that grants them certain celestial-like powers.
Still don’t have anything better. There really are NO powers unique to celestials other than something like this.And again I say I really don't like the aura thing we got going right now for the lineage ability, now my idea may not be the best idea either, but I feel a change in direction is needed.
I have thought about this and I am leaning toward this taking the effect of a dragon’s overall resistance, basically granting CHA mod versus spells, spell-like and supernatural abilities. Much more restricted and fits closer to other abilities – not a watered down divine grace.the draconic lineage gets charisma bonus to fort and will saves!! That's really really really powerful. Only the paladin gets an equivalent, and for him he gets it at lvl 2, and has a very strict code to follow. This is the sorcs main stat, and the -2 to certain elements is completely negated by this bonus to saves for the most part. For the initial benefit it should be much weaker.
In what way? This is basically taken directly from the SRD with a few tweaks to fit a class ability.I do like the idea of frightful prescence, I think it needs to be tweaked and rewritten a bit, but the idea is good imo.
On this one I have to state I disagree. Most of the lineages do not have so many restrictions, but if you look at the thread post where this is discussed (Post #47) you will see that it is basically necessary for the Celestial to create a “Fair” and “accurate” representation of the magic they are banned from using.One last thing I noticed, we are using too many spell types when granting weaknesses.
For example the celestial does fear, death, evil... etc.
Considered an elven celestial sorc, everytime a spell is cast it will be:
"Is it evil?" Is it fear affect, death effect, mindaffecting?"
On a purely personal note – I have no sympathy for lazy players. There is a difference between the principle of KISS and sacrificing accuracy for lazy people. As I showed in Post 47 it doesn’t take that much effort to pick up the book and “look” to see what a spell’s descriptor is.
Agreed – A hearty ”Huzzah!” to all.Finally, glad to see so many active posters again!!
Ok, that’s all I can handle for right now. Time to go recuperate a bit again. I look forward to everyone’s replies. And again, as always….
THANK YOU!
Last edited: