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Sorcerer Fix - Continued from "D&D Rules" (PART 4)
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<blockquote data-quote="Gustave Arcanus" data-source="post: 1812488" data-attributes="member: 23375"><p><strong>News From The Front</strong></p><p></p><p>Hey, been a while. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>Finally got a chance to do some playtesting, and it works pretty well. At least, the old version (9.-ish) did. The Mutable variant could be potentially unbalancing as it was written then, not sure if any changes have been made to it.</p><p> </p><p>As the lineages themselves go, I've found that the Unknown Lineage is really pretty powerful late-game because of the ability to use low-cost metamagic for free almost as often as you'll ever need them. Heighten Spell is a wonderful pick for them. The Tarot ability to craft items, I feel, shouldn't have to wait 'til 20th level (if I read it right) if you pick up the abilities before then. Otherwise, one of my personal favorites is the Magical Family lineage, mostly because of the Archmage-ish abilities (not the least of which being Arcane Fire at epic levels) and complete freedom in choosing the Lineage Spells.</p><p> </p><p>I look forward to seeing more input for this massive (and massively rewarding) project, as well as future projects involving the other character classes, the Fighter in peticular. Personally, I feel that their ability to pick almost any combat-oriented feat as a bonus every other level is good, but lacks a lot of flavor and eventual power. Too often I've seen (and heard people complain) about high-level Fighters that are forced to bow and beg to the Mages (both varieties, even the base versions) for their ability to wipe their existence from the multiverse with but a gesture and/or a few words. In the end, their versatility is at once their greatest asset and their greatest weakness.</p><p> </p><p>But this is for another thread. Good gaming, all! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p> </p><p>P.S.: Something that just popped to mind, the innate evolution only happens to 3rd-level and lower spells, and never to the 0-level one. How about some options (Mutable feature, feat, whatever) to allow the 0-level spell to evolve, or higher-level ones to do so?</p></blockquote><p></p>
[QUOTE="Gustave Arcanus, post: 1812488, member: 23375"] [b]News From The Front[/b] Hey, been a while. :D Finally got a chance to do some playtesting, and it works pretty well. At least, the old version (9.-ish) did. The Mutable variant could be potentially unbalancing as it was written then, not sure if any changes have been made to it. As the lineages themselves go, I've found that the Unknown Lineage is really pretty powerful late-game because of the ability to use low-cost metamagic for free almost as often as you'll ever need them. Heighten Spell is a wonderful pick for them. The Tarot ability to craft items, I feel, shouldn't have to wait 'til 20th level (if I read it right) if you pick up the abilities before then. Otherwise, one of my personal favorites is the Magical Family lineage, mostly because of the Archmage-ish abilities (not the least of which being Arcane Fire at epic levels) and complete freedom in choosing the Lineage Spells. I look forward to seeing more input for this massive (and massively rewarding) project, as well as future projects involving the other character classes, the Fighter in peticular. Personally, I feel that their ability to pick almost any combat-oriented feat as a bonus every other level is good, but lacks a lot of flavor and eventual power. Too often I've seen (and heard people complain) about high-level Fighters that are forced to bow and beg to the Mages (both varieties, even the base versions) for their ability to wipe their existence from the multiverse with but a gesture and/or a few words. In the end, their versatility is at once their greatest asset and their greatest weakness. But this is for another thread. Good gaming, all! :D P.S.: Something that just popped to mind, the innate evolution only happens to 3rd-level and lower spells, and never to the 0-level one. How about some options (Mutable feature, feat, whatever) to allow the 0-level spell to evolve, or higher-level ones to do so? [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 4)
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