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Sorcerer (Playtest 7)
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<blockquote data-quote="Chaosmancer" data-source="post: 9133308" data-attributes="member: 6801228"><p>I think I find myself liking the Innate Sorcerery, but I do wish they leaned into it a little harder. I liked the idea of spending a HD to heal when you activate it. </p><p></p><p>Sorcerers still don't get enough spells. I haven't read through the wizard yet, but I know some of their subclasses are getting free spells prepared, and they have an ability to swap prepared spells, and they still have their special rituals, so they are easily sitting at +26 Spells available. Warlock gets ~30 spells available without counting invocations. And most sorcerers are getting 22. Yes, "half of them" don't... but that means the other half SHOULD ALSO get those spells. </p><p></p><p>The level 5 ability should just be either when you roll initiative, or when combat ends. Either way. Needing to run out of points is stupid. Also, divide by 5 round down? Why not round up and allow the points to be a little higher by 8th, 13th, and 18th? That isn't going to shatter anything. </p><p></p><p>7th level ability to use innate sorcerery more is nice, but that cost is bigger than you may think. And using two metamagics is pretty rough. Not only do you only have two metamagics, but as I discussed last playtest, most of them don't actually combine well. And since you pay the cost for both? That's a rough ask. You'll be drained in no time. </p><p></p><p>LV 20 is the next ability?! Seriously, I hate this design where you get nothing but the new spell level. I'm seriously going to go 13 levels getting nothing new except more powerful spells and more metamagics? We can do better than this. Additionally, the ability is weaker than it may seem at first. You still only have two innate sorcery uses, anything more costs points, and you are only saving points then. I could see getting this at level 12 and it being fine. </p><p></p><p>Distant spell... seriously?! The previous version was great, finally useful! Why the HECK would they change it back?!</p><p></p><p>Dragon Sorcerer -> Fine? It really isn't much to write home about the more you look at it. Level 3 is nice for armor and hp, Level 6 gets you more damage, level 14 sucks and level 18 is better, but I'm still not sure it is worth 5 points. I'm just glad that they got rid of that stupid "immune for 24 hrs" part from before. </p><p></p><p>Wild -> Actually... really good! I'm not a fan of the table, never have been. But the rest of the abilities are solid luck manipulation abilities. Add or subtract 1d4 from any d20 ability check you can see? I like it. The 14th level ability is good, I guess, but it never excites me. The 18th level is bonkers good though, but I still want it to be 1/day, not 1/1d4 days, it isn't THAT good. </p><p></p><p>Clockwork and Aberrant never excited me in the initial Tashas. The only reason they are considered so good is because they actually address the spell restrictions Sorcerers are under, and give them extra spells known. I want that to be fixed for all sorcerers, and that means these two needed a re-work, not a handwave.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9133308, member: 6801228"] I think I find myself liking the Innate Sorcerery, but I do wish they leaned into it a little harder. I liked the idea of spending a HD to heal when you activate it. Sorcerers still don't get enough spells. I haven't read through the wizard yet, but I know some of their subclasses are getting free spells prepared, and they have an ability to swap prepared spells, and they still have their special rituals, so they are easily sitting at +26 Spells available. Warlock gets ~30 spells available without counting invocations. And most sorcerers are getting 22. Yes, "half of them" don't... but that means the other half SHOULD ALSO get those spells. The level 5 ability should just be either when you roll initiative, or when combat ends. Either way. Needing to run out of points is stupid. Also, divide by 5 round down? Why not round up and allow the points to be a little higher by 8th, 13th, and 18th? That isn't going to shatter anything. 7th level ability to use innate sorcerery more is nice, but that cost is bigger than you may think. And using two metamagics is pretty rough. Not only do you only have two metamagics, but as I discussed last playtest, most of them don't actually combine well. And since you pay the cost for both? That's a rough ask. You'll be drained in no time. LV 20 is the next ability?! Seriously, I hate this design where you get nothing but the new spell level. I'm seriously going to go 13 levels getting nothing new except more powerful spells and more metamagics? We can do better than this. Additionally, the ability is weaker than it may seem at first. You still only have two innate sorcery uses, anything more costs points, and you are only saving points then. I could see getting this at level 12 and it being fine. Distant spell... seriously?! The previous version was great, finally useful! Why the HECK would they change it back?! Dragon Sorcerer -> Fine? It really isn't much to write home about the more you look at it. Level 3 is nice for armor and hp, Level 6 gets you more damage, level 14 sucks and level 18 is better, but I'm still not sure it is worth 5 points. I'm just glad that they got rid of that stupid "immune for 24 hrs" part from before. Wild -> Actually... really good! I'm not a fan of the table, never have been. But the rest of the abilities are solid luck manipulation abilities. Add or subtract 1d4 from any d20 ability check you can see? I like it. The 14th level ability is good, I guess, but it never excites me. The 18th level is bonkers good though, but I still want it to be 1/day, not 1/1d4 days, it isn't THAT good. Clockwork and Aberrant never excited me in the initial Tashas. The only reason they are considered so good is because they actually address the spell restrictions Sorcerers are under, and give them extra spells known. I want that to be fixed for all sorcerers, and that means these two needed a re-work, not a handwave. [/QUOTE]
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