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Sorcerer Fix - Continued from "D&D Rules"
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<blockquote data-quote="Sonofapreacherman" data-source="post: 1371490" data-attributes="member: 2315"><p>I just noticed that in addition to using the aura of sorcerers from my web site, you have also picked up the restricted Spell Trigger list.</p><p></p><p>This is a good rule for any alternative sorcerer to my way of thinking.</p><p></p><p>Sorcerers can only ever know a "finite" number of spells, defined by their Spells Known chart. Wizards, on the other hand, have the "potential" to learn every single spell on their spell list, restricted only by their resourcefulness. Sorcerers don't have that potential. After a certain point, a sorcerer stops learning new spells, hitting a ceiling. Therefore, due to their innate (rather than studied) understanding of spells, the spells they don't know completely escape them (as per my "errata" above).</p><p></p><p>-----</p><p></p><p>Here is another example of making the sorcerer more special than every other core character class for no good reason. Why do sorcerers get to choose? Rogues are the most skill focused class in the game, but sorcerers get to pick two class skills that they want (or choose one with a +2 bonus)? That's kind of special treatment screams plain old favoritism.</p><p></p><p>Sorcerers do get to pick which skills they want, but just like everybody else (from a skill list). As such, the sorcerer skill list should contained "fixed" choices.</p><p></p><p>And about that skill list, yes Diplomacy is Charisma based skills, but that should not automatically nominate it for the sorcerer (just because the sorcerer is a Charisma based class). I see nothing quintessentially diplomatic about sorcerers. They are force of personality and innate power. Once they come into their own, sorcerers shouldn't have to negotiated.</p><p></p><p>Bluff, Concentration, Craft, Gather Information, Intimidate, Profession, and Sense Motive. These are all good choices. Sorcerers are not studied after all, and these skills represent experiential ways of learning.</p><p></p><p>That said, Spellcraft and Knowledge (arcana) can both be intuitive skills, and therefore should be added as well. Yes, even Knowledge (arcana). This is fantasy after all and the sorcerer is the only character class that starts out inherently magical. Within that context, it is entirely feasible that arcane knowledge is buried deep within them, just waiting to be released.</p><p></p><p>Moreover, Knowledge (arcana) should be a sorcerer class skill if for no other reason than to keep so many arcane-based prestige classes open to them. Options, remember?</p><p></p><p>I can even make a good argument for Use Magic Device, especially now, in light of you adding my "Spell Trigger" errata to your sorcerer. Sorcerers can't use quite so many magic items anymore, making the Charisma based Use Magic Device skill that much more attractive to sorcerers.</p><p></p><p>-----</p><p></p><p>Why change the number of spells known? I mean, your method grants 3 more spells known to sorcerers than the printed chart (by 20th level). Is it really worth altering? I mean, let's only change what we have to. You are already granting bonues spells to the sorcerer with specialization and innate ability. I think that's plenty.</p><p></p><p>-----</p><p></p><p>Lastly, I'm not crazy about your sorcerer abilities. I feel very strongly that "special bonus abilities" (at all) utterly defeats the purpose of a devoted arcane spellcasting class. The whole idea is that their "spells" provide those abilities. In fact, that's rather the point.</p></blockquote><p></p>
[QUOTE="Sonofapreacherman, post: 1371490, member: 2315"] I just noticed that in addition to using the aura of sorcerers from my web site, you have also picked up the restricted Spell Trigger list. This is a good rule for any alternative sorcerer to my way of thinking. Sorcerers can only ever know a "finite" number of spells, defined by their Spells Known chart. Wizards, on the other hand, have the "potential" to learn every single spell on their spell list, restricted only by their resourcefulness. Sorcerers don't have that potential. After a certain point, a sorcerer stops learning new spells, hitting a ceiling. Therefore, due to their innate (rather than studied) understanding of spells, the spells they don't know completely escape them (as per my "errata" above). ----- Here is another example of making the sorcerer more special than every other core character class for no good reason. Why do sorcerers get to choose? Rogues are the most skill focused class in the game, but sorcerers get to pick two class skills that they want (or choose one with a +2 bonus)? That's kind of special treatment screams plain old favoritism. Sorcerers do get to pick which skills they want, but just like everybody else (from a skill list). As such, the sorcerer skill list should contained "fixed" choices. And about that skill list, yes Diplomacy is Charisma based skills, but that should not automatically nominate it for the sorcerer (just because the sorcerer is a Charisma based class). I see nothing quintessentially diplomatic about sorcerers. They are force of personality and innate power. Once they come into their own, sorcerers shouldn't have to negotiated. Bluff, Concentration, Craft, Gather Information, Intimidate, Profession, and Sense Motive. These are all good choices. Sorcerers are not studied after all, and these skills represent experiential ways of learning. That said, Spellcraft and Knowledge (arcana) can both be intuitive skills, and therefore should be added as well. Yes, even Knowledge (arcana). This is fantasy after all and the sorcerer is the only character class that starts out inherently magical. Within that context, it is entirely feasible that arcane knowledge is buried deep within them, just waiting to be released. Moreover, Knowledge (arcana) should be a sorcerer class skill if for no other reason than to keep so many arcane-based prestige classes open to them. Options, remember? I can even make a good argument for Use Magic Device, especially now, in light of you adding my "Spell Trigger" errata to your sorcerer. Sorcerers can't use quite so many magic items anymore, making the Charisma based Use Magic Device skill that much more attractive to sorcerers. ----- Why change the number of spells known? I mean, your method grants 3 more spells known to sorcerers than the printed chart (by 20th level). Is it really worth altering? I mean, let's only change what we have to. You are already granting bonues spells to the sorcerer with specialization and innate ability. I think that's plenty. ----- Lastly, I'm not crazy about your sorcerer abilities. I feel very strongly that "special bonus abilities" (at all) utterly defeats the purpose of a devoted arcane spellcasting class. The whole idea is that their "spells" provide those abilities. In fact, that's rather the point. [/QUOTE]
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