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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: 1895371" data-attributes="member: 23375"><p><strong>Long Time No See</strong></p><p></p><p> </p><p>It's not the 2nd level ability that I find unbalancing. Actually, it is a wonderful option, especially for characters wishing to aquire an item familiar. As a sorcerer, they can do it a level earlier than a normal character can, and not spend a feat to do it, giving them a viable advantage.</p><p> </p><p>What I found to be potentially unbalancing is the Mutable Variant just before the EOD. Normally I simply use the Sorc/Wizard split, but sometimes we'll experiment with others. In peticular, prestige class spell lists, when combined with the ability to learn spells a level earlier, has proven to be rather disgusting. I built a character with Displacement, Improved Invisibility, Vampiric Touch, and Haste (all thanks to Assassin and Shadow Lord splits), all as 1st level spells. What added to the raw power of this character was the fact that I still had a LOT of points left over. Enough to add Fort as a good save and gain a Fighter's base AT.</p><p> </p><p> </p><p>Oh, alright then. <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><p>Zero-level spells should never be overlooked by a good player. I've found in my experience that they can be as useful if not moreso than a higher-level spell. In fact, I can use a zero-level spell (Detect Magic, to be exact) to counter the effectiveness of a 4th-level one (Improved Invisibility). You don't see the person, but you can still see the aura of the magic. Plus, I use Cantrip (Prestidigitation) ALL the time. Gotta love old-school. <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>And for the higher-level spells, nobody says that you shouldn't have to spend a feat to get those spells as awakened abilities, or that you get them as often as your others. Making you take a feat in order to gain each additional spell level would preclude the highest spells until epic levels, and only granting half of the uses per day of the others would balance it out for power.</p></blockquote><p></p>
[QUOTE="Gustave Arcanus, post: 1895371, member: 23375"] [b]Long Time No See[/b] It's not the 2nd level ability that I find unbalancing. Actually, it is a wonderful option, especially for characters wishing to aquire an item familiar. As a sorcerer, they can do it a level earlier than a normal character can, and not spend a feat to do it, giving them a viable advantage. What I found to be potentially unbalancing is the Mutable Variant just before the EOD. Normally I simply use the Sorc/Wizard split, but sometimes we'll experiment with others. In peticular, prestige class spell lists, when combined with the ability to learn spells a level earlier, has proven to be rather disgusting. I built a character with Displacement, Improved Invisibility, Vampiric Touch, and Haste (all thanks to Assassin and Shadow Lord splits), all as 1st level spells. What added to the raw power of this character was the fact that I still had a LOT of points left over. Enough to add Fort as a good save and gain a Fighter's base AT. Oh, alright then. :D Zero-level spells should never be overlooked by a good player. I've found in my experience that they can be as useful if not moreso than a higher-level spell. In fact, I can use a zero-level spell (Detect Magic, to be exact) to counter the effectiveness of a 4th-level one (Improved Invisibility). You don't see the person, but you can still see the aura of the magic. Plus, I use Cantrip (Prestidigitation) ALL the time. Gotta love old-school. :D And for the higher-level spells, nobody says that you shouldn't have to spend a feat to get those spells as awakened abilities, or that you get them as often as your others. Making you take a feat in order to gain each additional spell level would preclude the highest spells until epic levels, and only granting half of the uses per day of the others would balance it out for power. [/QUOTE]
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Sorcerer Fix - Continued from "D&D Rules" (PART 4)
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