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Sorcerer Fix - Continued from "D&D Rules" (PART 3)
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<blockquote data-quote="Stalker0" data-source="post: 1404100" data-attributes="member: 5889"><p>Nah I don't think its dead, people pipe in on occasion, but remember many people have said they are actively keeping up with the postings, so they are still watching.</p><p></p><p>As for the nightmare thing, see I didn't even know that am I am pretty up on teh rules. A normal person might not have a clue about that, so I think if you want to include what you said above there in the description I think it would help clarify.</p><p></p><p>Okay on to the new stuff: I like the -2 to saves and such as a restriction, good flavor, makes sense I like it. I think there should be a clause that if the sorc atones they can start taking sorc levels again. However, the whole half-template thing seemed confusing and clunky to me, I don't think we need it.</p><p></p><p>The prot from evil abilty seems balanced, seems to work.... but I just don't like it. Its a nice ability don't get me wrong, but one part of it just covers up the innate weakness of the sorc (his -2 to saves against evil and such). Now I agree that it does far more than that, but I don't like how it works against everything, and it doesn't have that wow factor. The gypsy curse was wowing, I thought that fit right in with the gypsy idea and I could see it in character. This doesn't really strike me.</p><p></p><p>The idea of spell smiting was brought up a while back. Basically, a number of times per day equal to the charisma mod, you can increase your caster level by 1 with spells against evil creatures- or perhaps some other benefit to your spells against evil creatures... or perhaps some extra benefit when casting on good creatures. I really liked that idea, that seemed very cool, but not too overpowering (+1 caster level is nice, but for most spells at most one caster level its another 1d6 or 1d8, or another target,nice but not a huge power increase).</p><p></p><p>I have mixed feelings about teh detect evil ability. On the one hand, we are giving the sorc some preety good restrictions up front, so it doesn't feel overpowering. On the other, I don't like just copying the paladin's abiltity out of the box, especially since the pally has a much harsher code than simply being good.</p><p></p><p>As a final note, I think we should say that a sorc choosing this lineage should pick a patron diety. That way when they use spells like lesser planar ally, the dm can say it came from this god or whatever, it just prevents little arcane vs divine inconsistences.</p><p></p><p>I had a thought, normally you can't multiclass into cleric twice and get different domains, but would that really be a problem for this sorc? Basically taking it once for gypsy lineage, and again for celestial? I kind of like the idea, its another way to customize the sorc, and if someone wants to go the whole many many low level spells with a few lineage abilities, I don't really see a problem with it.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 1404100, member: 5889"] Nah I don't think its dead, people pipe in on occasion, but remember many people have said they are actively keeping up with the postings, so they are still watching. As for the nightmare thing, see I didn't even know that am I am pretty up on teh rules. A normal person might not have a clue about that, so I think if you want to include what you said above there in the description I think it would help clarify. Okay on to the new stuff: I like the -2 to saves and such as a restriction, good flavor, makes sense I like it. I think there should be a clause that if the sorc atones they can start taking sorc levels again. However, the whole half-template thing seemed confusing and clunky to me, I don't think we need it. The prot from evil abilty seems balanced, seems to work.... but I just don't like it. Its a nice ability don't get me wrong, but one part of it just covers up the innate weakness of the sorc (his -2 to saves against evil and such). Now I agree that it does far more than that, but I don't like how it works against everything, and it doesn't have that wow factor. The gypsy curse was wowing, I thought that fit right in with the gypsy idea and I could see it in character. This doesn't really strike me. The idea of spell smiting was brought up a while back. Basically, a number of times per day equal to the charisma mod, you can increase your caster level by 1 with spells against evil creatures- or perhaps some other benefit to your spells against evil creatures... or perhaps some extra benefit when casting on good creatures. I really liked that idea, that seemed very cool, but not too overpowering (+1 caster level is nice, but for most spells at most one caster level its another 1d6 or 1d8, or another target,nice but not a huge power increase). I have mixed feelings about teh detect evil ability. On the one hand, we are giving the sorc some preety good restrictions up front, so it doesn't feel overpowering. On the other, I don't like just copying the paladin's abiltity out of the box, especially since the pally has a much harsher code than simply being good. As a final note, I think we should say that a sorc choosing this lineage should pick a patron diety. That way when they use spells like lesser planar ally, the dm can say it came from this god or whatever, it just prevents little arcane vs divine inconsistences. I had a thought, normally you can't multiclass into cleric twice and get different domains, but would that really be a problem for this sorc? Basically taking it once for gypsy lineage, and again for celestial? I kind of like the idea, its another way to customize the sorc, and if someone wants to go the whole many many low level spells with a few lineage abilities, I don't really see a problem with it. [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 3)
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