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Sorcerer Fix - Continued from "D&D Rules"
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<blockquote data-quote="Bibliophile" data-source="post: 1343440" data-attributes="member: 9742"><p>What about a system like this to differientiate sorcerror casters from wizards (along with a changed spell list).</p><p></p><p>Each time a sorcerror casts a spell, he must make a special check. This check is performed by rolling d20 + caster level / 2 (rounded down), against a DC of 10 + Spell Level.</p><p></p><p>For every 2 points that the sorcerror's roll exceeds the DC, the spell's Saving Throw DC and the check to bypass Spell Resistance gain a +1 Sorcerrous bonus.</p><p></p><p>Similarily, for every 2 points that the sorcerror's roll falls below the DC, the spell's Saving Throw DC and the check to bypass Spell Resistance gain a -1 Sorcerrous bonus.</p><p></p><p>That way, when a sorcerror first gainst spells of a given level, on average, they'll work normally, with the chance of being more or less powerful (representing the "releasing magical energy" bit). Also, as a sorcerror progresses in levels, his lower level spells (that he is now more familiar with) will on average function better than they would for a wizard (as the wizard uses the same formula every time they cast, but a sorcerror, being an intuitive caster, can get better and better at casting the same spell).</p><p></p><p>This should balance out the sorcerror's lack of bonus feats and lower spell selection.</p><p></p><p>As an example in case what I typed wasn't clear enough, say you have a 18th level sorcerror with a 20 Cha.</p><p></p><p>If he knows, and casts Meteor Swarm (9th), he needs to roll d20+9 vs a DC 19.</p><p>If he rolls a 9, 10, or 11 (with net results of 18, 19, and 20 respectively), the spell functions normally. If he rolls a 7 or 8, the spell's Save DC and his roll to penetrate Spell Resistance lowers by one (from the base of 24). If he rolls a 5 or 6, the spell's Save DC and his roll to penetrate Spell Resistance lowers by two. If he rolls a 3 or 4, the spell's Save DC and his roll to penetrate Spell Resistance lowers by three. And if he rolls a 1 or 2, the spell's Save DC and his roll to penetrate Spell Resistance lowers by four.</p><p></p><p>If he rolls a 12 or 13, the spell's Save DC and his roll to penetrate Spell Resistance increase by one. Etc... yadda yadda yadda.</p><p></p><p>Meanwhile, if the same sorcerror wants to cast Fireball (3rd), then he rolls d20+9 vs a DC 13. Now, if he rolls a 3, 4, or 5, the spell functions as normal. If he rolls a 1 or a 2, its save DC and his roll to penetrate Spell Resistance are lowered by one, while if he rolls a 20, then its save DC and his roll to penetrate Spell Resistance are both increased by 8 (making for a much scarier Fireball).</p><p></p><p>The only thing is it doesn't do anything for a spell without a saving throw or SR check. So, buff spells and misc. utility spells can't be affected in this manner, though I suppose some method might be worked out for them.</p><p></p><p>So, what do you guys think?</p></blockquote><p></p>
[QUOTE="Bibliophile, post: 1343440, member: 9742"] What about a system like this to differientiate sorcerror casters from wizards (along with a changed spell list). Each time a sorcerror casts a spell, he must make a special check. This check is performed by rolling d20 + caster level / 2 (rounded down), against a DC of 10 + Spell Level. For every 2 points that the sorcerror's roll exceeds the DC, the spell's Saving Throw DC and the check to bypass Spell Resistance gain a +1 Sorcerrous bonus. Similarily, for every 2 points that the sorcerror's roll falls below the DC, the spell's Saving Throw DC and the check to bypass Spell Resistance gain a -1 Sorcerrous bonus. That way, when a sorcerror first gainst spells of a given level, on average, they'll work normally, with the chance of being more or less powerful (representing the "releasing magical energy" bit). Also, as a sorcerror progresses in levels, his lower level spells (that he is now more familiar with) will on average function better than they would for a wizard (as the wizard uses the same formula every time they cast, but a sorcerror, being an intuitive caster, can get better and better at casting the same spell). This should balance out the sorcerror's lack of bonus feats and lower spell selection. As an example in case what I typed wasn't clear enough, say you have a 18th level sorcerror with a 20 Cha. If he knows, and casts Meteor Swarm (9th), he needs to roll d20+9 vs a DC 19. If he rolls a 9, 10, or 11 (with net results of 18, 19, and 20 respectively), the spell functions normally. If he rolls a 7 or 8, the spell's Save DC and his roll to penetrate Spell Resistance lowers by one (from the base of 24). If he rolls a 5 or 6, the spell's Save DC and his roll to penetrate Spell Resistance lowers by two. If he rolls a 3 or 4, the spell's Save DC and his roll to penetrate Spell Resistance lowers by three. And if he rolls a 1 or 2, the spell's Save DC and his roll to penetrate Spell Resistance lowers by four. If he rolls a 12 or 13, the spell's Save DC and his roll to penetrate Spell Resistance increase by one. Etc... yadda yadda yadda. Meanwhile, if the same sorcerror wants to cast Fireball (3rd), then he rolls d20+9 vs a DC 13. Now, if he rolls a 3, 4, or 5, the spell functions as normal. If he rolls a 1 or a 2, its save DC and his roll to penetrate Spell Resistance are lowered by one, while if he rolls a 20, then its save DC and his roll to penetrate Spell Resistance are both increased by 8 (making for a much scarier Fireball). The only thing is it doesn't do anything for a spell without a saving throw or SR check. So, buff spells and misc. utility spells can't be affected in this manner, though I suppose some method might be worked out for them. So, what do you guys think? [/QUOTE]
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