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Sorcerer Fix - Continued from "D&D Rules"
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<blockquote data-quote="Khaalis" data-source="post: 1345021" data-attributes="member: 2167"><p>Congrats on that as well. Always something to be proud of when you actually get your ideas published. I have never had the nerve to even try getting something published in Dragon, but part of that comes from being a survivor of what the old submission process used to be (circa early 80’s).</p><p></p><p>As for your Dragon #311 article, here is an example of what I did with the ideas in my version of the Sorcerer.</p><p></p><p><strong>“Sorcerer Ability”</strong> option:</p><p></p><p><strong><u>Fey Fate</u> (Su):</strong> If the Sorcerer is of the Child of Nature heritage and can cast 2nd level spells, they can draw on the power of their heritage and gain a +1 racial bonus to all saving throws. (Dragon #311)</p><p></p><p></p><p></p><p></p><p>I agree on the BAB. To run another idea by you…</p><p>To fulfill the quote <em> “Since Sorcerers gain their powers without undergoing the years of rigorous study that Wizards go through, they don’t have the background of arcane knowledge that most Wizard’s have. However they have more time to learn to fighting skills.”</em> I am not so convinced that simply increasing HD to d6 from d4 and giving Simple Weapons instead of a Set List of weapons is the option. I do agree that the Median BAB would be too much, but with moving toward the spell-like ability – why not offer the sorcerer minimal protection of granting Light Armor Proficiency? With Light Armor, Simple Weapons and d6 HD – I feel this would reflect the Fluff quote. Thoughts?</p><p></p><p></p><p></p><p>A few points on this…</p><p>I like the idea of customizing the skills by 1 or 2 class skills depending upon the heritage. That’s a definite touch to keep. I agree with Survival and Knowledge (Local) and will relegate Survival to the appropriate heredities.</p><p></p><p>As for Not being a skill oriented class, this is something I somewhat disagree with. All other “self-taught” or “self-reliant” style classes have a reliance on skills as either the focus of the class or as the secondary support to the class. Those that rely on flexibility in spells still at least have other class abilities and fair skills to fall back on. The Sorcerer doesn’t. Keep in mind that the Sorcerer is already limited to a very tiny number of things they can do with their spells, and the way that the Revision is leaning they will be even more limited into a specific thematic. The more you restrict what they can do with spells, the less the class has to offer. To balance that they need to have some skills to fall back on. Also keep in mind that most classes also have other class abilities to fall back on. What would a Druid do with only their spells and limited skills if they had no Wild Shape, no Nature Sense, no Woodland Stride etc.</p><p></p><p></p><p></p><p>As for Item Creation, yes spell-like abilities can be used for items as are spells activated/cast from items. My question is how do you change the existing Item Creation system to Ban sorcerers from creating items. Currently very few sorcerers, if any, take item creation feats. They have so few feats they have access to already – that they don’t waste them on Item Creation, especially when its necessary to take metamagic and other related feats just to make the class viable. Also keep in mind that while Druids, Cleric, and even Adepts have tutors to learn from – item creation is not a part of their class. The only way they can attain this ability is through their standard bonus feats but they can still do it. Without editing the base Item Creation rules to say Sorcerers cant do it. If this could be done without a large amount of work or need for suspension of belief I could agree. Otherwise, I think it is safest just to leave them as is – similar to all casters other than Wizards and not make the feats a part of the class.</p><p></p><p></p><p></p><p></p><p>I do not own nor have I had a chance to see the Modern book. So I am not even sure what the Talent Tree is. Can you post a sample? </p><p></p><p></p><p></p><p></p><p>I’ve thought about it, but overall, as much as use some ideas of wild magic, I just don’t like the variable casting effects. I don’t like anything that makes the character roll more dice every time they perform an action. Where I still use wild magic is when spells are disrupted or magical items destroyed. Whenever raw magic is released into the ether without form, I use wild magic.</p><p></p><p>Hope to hear more. Thanks!</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1345021, member: 2167"] Congrats on that as well. Always something to be proud of when you actually get your ideas published. I have never had the nerve to even try getting something published in Dragon, but part of that comes from being a survivor of what the old submission process used to be (circa early 80’s). As for your Dragon #311 article, here is an example of what I did with the ideas in my version of the Sorcerer. [b]“Sorcerer Ability”[/b] option: [b][u]Fey Fate[/u] (Su):[/b] If the Sorcerer is of the Child of Nature heritage and can cast 2nd level spells, they can draw on the power of their heritage and gain a +1 racial bonus to all saving throws. (Dragon #311) I agree on the BAB. To run another idea by you… To fulfill the quote [I] “Since Sorcerers gain their powers without undergoing the years of rigorous study that Wizards go through, they don’t have the background of arcane knowledge that most Wizard’s have. However they have more time to learn to fighting skills.”[/I] I am not so convinced that simply increasing HD to d6 from d4 and giving Simple Weapons instead of a Set List of weapons is the option. I do agree that the Median BAB would be too much, but with moving toward the spell-like ability – why not offer the sorcerer minimal protection of granting Light Armor Proficiency? With Light Armor, Simple Weapons and d6 HD – I feel this would reflect the Fluff quote. Thoughts? A few points on this… I like the idea of customizing the skills by 1 or 2 class skills depending upon the heritage. That’s a definite touch to keep. I agree with Survival and Knowledge (Local) and will relegate Survival to the appropriate heredities. As for Not being a skill oriented class, this is something I somewhat disagree with. All other “self-taught” or “self-reliant” style classes have a reliance on skills as either the focus of the class or as the secondary support to the class. Those that rely on flexibility in spells still at least have other class abilities and fair skills to fall back on. The Sorcerer doesn’t. Keep in mind that the Sorcerer is already limited to a very tiny number of things they can do with their spells, and the way that the Revision is leaning they will be even more limited into a specific thematic. The more you restrict what they can do with spells, the less the class has to offer. To balance that they need to have some skills to fall back on. Also keep in mind that most classes also have other class abilities to fall back on. What would a Druid do with only their spells and limited skills if they had no Wild Shape, no Nature Sense, no Woodland Stride etc. As for Item Creation, yes spell-like abilities can be used for items as are spells activated/cast from items. My question is how do you change the existing Item Creation system to Ban sorcerers from creating items. Currently very few sorcerers, if any, take item creation feats. They have so few feats they have access to already – that they don’t waste them on Item Creation, especially when its necessary to take metamagic and other related feats just to make the class viable. Also keep in mind that while Druids, Cleric, and even Adepts have tutors to learn from – item creation is not a part of their class. The only way they can attain this ability is through their standard bonus feats but they can still do it. Without editing the base Item Creation rules to say Sorcerers cant do it. If this could be done without a large amount of work or need for suspension of belief I could agree. Otherwise, I think it is safest just to leave them as is – similar to all casters other than Wizards and not make the feats a part of the class. I do not own nor have I had a chance to see the Modern book. So I am not even sure what the Talent Tree is. Can you post a sample? I’ve thought about it, but overall, as much as use some ideas of wild magic, I just don’t like the variable casting effects. I don’t like anything that makes the character roll more dice every time they perform an action. Where I still use wild magic is when spells are disrupted or magical items destroyed. Whenever raw magic is released into the ether without form, I use wild magic. Hope to hear more. Thanks! [/QUOTE]
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