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Sorcerer Fix - Continued from "D&D Rules"
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<blockquote data-quote="Khaalis" data-source="post: 1350790" data-attributes="member: 2167"><p>Well the Sorcerer could technically increase to 11th level before maxing out their spellcasting potential, so its only 1 extra level. Though some sorcerers might see it as beneficial to gain more spells known for gaining a level – depends on how flexible they want to be.</p><p></p><p>With that said, I think the basic idea of your table has warmed on me… with a slight change. For the version I am looking to build, I am looking at simplifying the concept to say that at each sorcerer level acquired, the sorcerer gains 2 Known spells of any level they can currently cast. I have tested this a few times and I think it works. It comes out at 20th level as having 6 more known spells than a core sorcerer and is relatively self-balancing for spell level access.</p><p></p><p></p><p> </p><p>I would have to say on this that once the spell slot is chosen, the sorcerer must leave it at that spell level. They may use the swapping ability to change the assigned spell, but not change the spell level slot. Otherwise you will end up with higher level Sorcerers with an abundance of higher level spells and a bare skeleton of low level spells. Agreed on domain spells – any list of spells that are “assigned” cannot change. I will be using this premise in my rendition as well.</p><p></p><p></p><p> </p><p>The domain system, IMHO, was a step in the right direction, and if it works for you – great. </p><p>First, personally, I think there are too many options that just don’t make sense for the idea of a Heredity System which is what I am aiming at (to match the fluff). For instance – how do you have an Undead as a Hereditary Ancestor? Undead cannot have children.</p><p>Secondly, while I like the idea of domain lists, I think I want to limit their use. I have been working with giving one such list as bonus known spells based on heritage. The rest of the spells are up to the sorcerer to choose – allowing for a bit more freedom of spell selection than your system where at entry to a spell level they are bound to only their domain spells.</p><p></p><p>Don’t get me wrong – I like what you have done, it just doesn’t completely match the idea I am going for with this iteration of the Sorcerer.</p><p></p><p></p><p> </p><p>Though both classes are tying to a similar theme, the sources are not really the same. A Cleric is choosing to gain power from a deity. The spell access they receive is up to that deity. A Sorcerer on the other hand is a free-willed individual that simply has magical affinity within themselves. Currently your Sorcerer is more like a cleric than something unique (which is what I am trying for). The only difference really is that their “heritage” is their deity. Their heritage grants them 2 domains, just as a deity grants the cleric 2 domains. I say a “shadow” of the cleric because it uses the same primary ability mechanic as the cleric (domains) but draws spells from a different list and has its own class skills and attributes (bab, saves, etc), and gains a Familiar instead of Turn Undead. Maybe its more appropriate to say it is a shadow of a Wizard/Cleric.</p><p></p><p>I guess the best way I can say what I am trying to get at for my version of the Sorcerer is that the sorcerer’s heritage should “influence” their powers by granting them an affinity, not dictate the primary ability of the sorcerer. Again, if this works for you, go with it. For me, I am trying to make the sorcerer what the fluff says it is – a bit more unique. I like a lot of what you have come up with and am using some of those ideas, but with a twist of my own.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1350790, member: 2167"] Well the Sorcerer could technically increase to 11th level before maxing out their spellcasting potential, so its only 1 extra level. Though some sorcerers might see it as beneficial to gain more spells known for gaining a level – depends on how flexible they want to be. With that said, I think the basic idea of your table has warmed on me… with a slight change. For the version I am looking to build, I am looking at simplifying the concept to say that at each sorcerer level acquired, the sorcerer gains 2 Known spells of any level they can currently cast. I have tested this a few times and I think it works. It comes out at 20th level as having 6 more known spells than a core sorcerer and is relatively self-balancing for spell level access. I would have to say on this that once the spell slot is chosen, the sorcerer must leave it at that spell level. They may use the swapping ability to change the assigned spell, but not change the spell level slot. Otherwise you will end up with higher level Sorcerers with an abundance of higher level spells and a bare skeleton of low level spells. Agreed on domain spells – any list of spells that are “assigned” cannot change. I will be using this premise in my rendition as well. The domain system, IMHO, was a step in the right direction, and if it works for you – great. First, personally, I think there are too many options that just don’t make sense for the idea of a Heredity System which is what I am aiming at (to match the fluff). For instance – how do you have an Undead as a Hereditary Ancestor? Undead cannot have children. Secondly, while I like the idea of domain lists, I think I want to limit their use. I have been working with giving one such list as bonus known spells based on heritage. The rest of the spells are up to the sorcerer to choose – allowing for a bit more freedom of spell selection than your system where at entry to a spell level they are bound to only their domain spells. Don’t get me wrong – I like what you have done, it just doesn’t completely match the idea I am going for with this iteration of the Sorcerer. Though both classes are tying to a similar theme, the sources are not really the same. A Cleric is choosing to gain power from a deity. The spell access they receive is up to that deity. A Sorcerer on the other hand is a free-willed individual that simply has magical affinity within themselves. Currently your Sorcerer is more like a cleric than something unique (which is what I am trying for). The only difference really is that their “heritage” is their deity. Their heritage grants them 2 domains, just as a deity grants the cleric 2 domains. I say a “shadow” of the cleric because it uses the same primary ability mechanic as the cleric (domains) but draws spells from a different list and has its own class skills and attributes (bab, saves, etc), and gains a Familiar instead of Turn Undead. Maybe its more appropriate to say it is a shadow of a Wizard/Cleric. I guess the best way I can say what I am trying to get at for my version of the Sorcerer is that the sorcerer’s heritage should “influence” their powers by granting them an affinity, not dictate the primary ability of the sorcerer. Again, if this works for you, go with it. For me, I am trying to make the sorcerer what the fluff says it is – a bit more unique. I like a lot of what you have come up with and am using some of those ideas, but with a twist of my own. [/QUOTE]
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