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General Tabletop Discussion
*Dungeons & Dragons
Sorcerer (Playtest 7)
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<blockquote data-quote="Vael" data-source="post: 9122992" data-attributes="member: 57043"><p>Let me be clear, overall I think this version of the Sorcerer is good, a solid improvement on the 2014 version. For me, Sorcerers have had two main problems:</p><p>1. Tight resources, mainly spells and metamagics known are restrictive.</p><p>2. Establishing an identity seperate from the Warlock and Wizard.</p><p></p><p>The first has been more or less solved, the extra spells known are a serious boon. I think they should still be able to retrain a Metamagic every long rest, or get an additional one between 3rd and 7th level. They also need more Metamagics to choose from, but that can wait, as I want more niche ones that are great for certain types of Sorcerers.</p><p></p><p>The second remains a bone of contention, though I think Metamagic + Innate Sorcery solves the problem from a class feature perspective at least. Since we're back to individual spell lists, I think Sorcerers do need more spells unique to their class list. Sorcerous Vitality was good, I've always said that Sorcerers should get more ... self transmutation spells. The Self-Buffing Sorcerer should be a viable path apart from the Blaster archetype. The comparison has been made that the Sorcerer is the Barbarian to the Wizard's Fighter ... I'd add they are the Druid to the Wizard's Cleric, as in Clerics get Spirit Guardians, Druids get Wildshape. Sorcerers might not get Tenser's Transformation, but they can turn their limbs into super strong tentacles or get good versions of the Investiture Spells from XGE. Even though it was panned and too weak, conceptually spells like Sorcery Incarnate are a good way to go.</p></blockquote><p></p>
[QUOTE="Vael, post: 9122992, member: 57043"] Let me be clear, overall I think this version of the Sorcerer is good, a solid improvement on the 2014 version. For me, Sorcerers have had two main problems: 1. Tight resources, mainly spells and metamagics known are restrictive. 2. Establishing an identity seperate from the Warlock and Wizard. The first has been more or less solved, the extra spells known are a serious boon. I think they should still be able to retrain a Metamagic every long rest, or get an additional one between 3rd and 7th level. They also need more Metamagics to choose from, but that can wait, as I want more niche ones that are great for certain types of Sorcerers. The second remains a bone of contention, though I think Metamagic + Innate Sorcery solves the problem from a class feature perspective at least. Since we're back to individual spell lists, I think Sorcerers do need more spells unique to their class list. Sorcerous Vitality was good, I've always said that Sorcerers should get more ... self transmutation spells. The Self-Buffing Sorcerer should be a viable path apart from the Blaster archetype. The comparison has been made that the Sorcerer is the Barbarian to the Wizard's Fighter ... I'd add they are the Druid to the Wizard's Cleric, as in Clerics get Spirit Guardians, Druids get Wildshape. Sorcerers might not get Tenser's Transformation, but they can turn their limbs into super strong tentacles or get good versions of the Investiture Spells from XGE. Even though it was panned and too weak, conceptually spells like Sorcery Incarnate are a good way to go. [/QUOTE]
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