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Sorcerer or Wizard?
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<blockquote data-quote="Doppleganger" data-source="post: 983850" data-attributes="member: 722"><p>I think wizards take the cake because of their versatility, they get to have fun in many more ways. Each day she opens up her spellbook to prepare a daily lineup, she can try something tailored for the situation at hand. One day she might explore the village using Gaseous Form, Tongues, Knock, and Locate Object. Then the next day she might load up for the barroom brawl with Slow, Vampiric Touch, Blindness, and Ghoul Touch. Then the third day she might load up with for the dungeon finale encounter with the typical Fireball, Lightning Bolt, Acid Arrow, and Flaming Sphere. Then the fourth day she might bunker up for a resting day with Protection from Elements, Wind Wall, Rope Trick, and Cat's Grace. The wizard gets to change her hats and play around with new and creative tactics each and every day; this is just plain "more fun".</p><p></p><p>But, in a more "roleplaying" or "story" oriented style of game, the sorceror has some interesting advantages. </p><p></p><p>First of all is the mysterious source of her magic. Did one of her ancestors sleep with a shapechanged dragon? Is that dragon still alive somewhere? Perhaps her magical ancestor was actually a Nymph or a Dryad? Then again, maybe she get this ability to use sorcery through a pact with a demon, celestial, or elder elemental? Does the player let the DM hide the real truth and use in-game roleplaying to seek answers about her background? </p><p></p><p>Some players enjoy this mystery and uniqueness, and use it to slowly develop a truly "special" individual. For some people, this kind of "story intrigue" can be more important than being able to have a catalog of spells available to "defeat" the next monster in the dungeon room up ahead.</p><p></p><p>Also there's the matter of the variant rule where a sorceror needs to contact a supernatural entity to get her new spells each level. She might need to consult a lammasu, dragon, genie, devil, etc. And this patron entity might require a service or quest, as described in the DMG. There are alot of fun roleplaying hooks and opportunities that automatically go along with that. She's got to search for and find the entity, talk and negotiate with it, go out and do things for it; and the sorceror is the prime focus and spotlight of all these special situations. Again, the rewards you get are mostly in the "imagination/stimulation area of the brain" for you as a player, rather than "more gold pieces for your character".</p><p></p><p>Lastly the sorcerors prime ability is usually her charisma, and she often has a good score there. This helps in social situations, which are also more important to a roleplaying or story-oriented game. Taking a few cross-class ranks in either Diplomacy or Bluff can make her really effective in those social situations. Depending your DM and your group's style of play, interaction with NPCs can be the most fun and rewarding part of a D&D game; and if you are going to be doing alot of interaction, it's nice to have a character that's exceptionally good at it.</p></blockquote><p></p>
[QUOTE="Doppleganger, post: 983850, member: 722"] I think wizards take the cake because of their versatility, they get to have fun in many more ways. Each day she opens up her spellbook to prepare a daily lineup, she can try something tailored for the situation at hand. One day she might explore the village using Gaseous Form, Tongues, Knock, and Locate Object. Then the next day she might load up for the barroom brawl with Slow, Vampiric Touch, Blindness, and Ghoul Touch. Then the third day she might load up with for the dungeon finale encounter with the typical Fireball, Lightning Bolt, Acid Arrow, and Flaming Sphere. Then the fourth day she might bunker up for a resting day with Protection from Elements, Wind Wall, Rope Trick, and Cat's Grace. The wizard gets to change her hats and play around with new and creative tactics each and every day; this is just plain "more fun". But, in a more "roleplaying" or "story" oriented style of game, the sorceror has some interesting advantages. First of all is the mysterious source of her magic. Did one of her ancestors sleep with a shapechanged dragon? Is that dragon still alive somewhere? Perhaps her magical ancestor was actually a Nymph or a Dryad? Then again, maybe she get this ability to use sorcery through a pact with a demon, celestial, or elder elemental? Does the player let the DM hide the real truth and use in-game roleplaying to seek answers about her background? Some players enjoy this mystery and uniqueness, and use it to slowly develop a truly "special" individual. For some people, this kind of "story intrigue" can be more important than being able to have a catalog of spells available to "defeat" the next monster in the dungeon room up ahead. Also there's the matter of the variant rule where a sorceror needs to contact a supernatural entity to get her new spells each level. She might need to consult a lammasu, dragon, genie, devil, etc. And this patron entity might require a service or quest, as described in the DMG. There are alot of fun roleplaying hooks and opportunities that automatically go along with that. She's got to search for and find the entity, talk and negotiate with it, go out and do things for it; and the sorceror is the prime focus and spotlight of all these special situations. Again, the rewards you get are mostly in the "imagination/stimulation area of the brain" for you as a player, rather than "more gold pieces for your character". Lastly the sorcerors prime ability is usually her charisma, and she often has a good score there. This helps in social situations, which are also more important to a roleplaying or story-oriented game. Taking a few cross-class ranks in either Diplomacy or Bluff can make her really effective in those social situations. Depending your DM and your group's style of play, interaction with NPCs can be the most fun and rewarding part of a D&D game; and if you are going to be doing alot of interaction, it's nice to have a character that's exceptionally good at it. [/QUOTE]
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