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Sorcerer Vs Wizard And Why its Closer Than You Think
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<blockquote data-quote="Chaosmancer" data-source="post: 7540295" data-attributes="member: 6801228"><p>I think frustration on this is because of how strictly metamagic is limited. </p><p></p><p>You get two options, out of a list of eight</p><p></p><p>Only, 4 of them are really bad (unless you are a divine Soul Sorcerer which is new to the club) so you get to pick two from a list of four. </p><p></p><p>Only, one of those is incredibly expensive. </p><p></p><p>And another one is very niche unless you are playing a social game, the DM has not houseruled that you can sleight of hand spells (a very common houserule because of the narrative of Arcane Tricksters, Fey Warlocks and Bards), and/or you have enemies who constantly counterspell everything you do (this seems to be a big thing at some tables, but I've only ever seen one or two fights where counterspell is used against the players)</p><p></p><p>So... for 10 levels of the game, your choice has almost essentially been made for you. Such fun. </p><p></p><p></p><p></p><p></p><p>You miss the point that is feels like a waste. </p><p></p><p>A level three sorcerer essentially has one ability if they choose heighten " Once per day you can make one enemy roll one save with disadvantage." </p><p></p><p>Only, it is even worse than just using an ability that fails, because you know you could have used those points for something that succeeded, like quickening. </p><p></p><p>And, Heighten doesn't become a twice per day ability until level 6, unless you are willing to burn slots. And since it is three points, before level five you are talking about burning all your first level spells to make a second level stick (is three spells worth that cost?) or a second and a first. </p><p></p><p>It seems powerful, to burn low level spells to make high level spells possibly more powerful, but only if you are used to a dynamic where those low level spells aren't going to get used anyways, and if you have spells not being used as a sorcerer, you need to dump them. You don't have enough spell selection to be keeping chaff on the list.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7540295, member: 6801228"] I think frustration on this is because of how strictly metamagic is limited. You get two options, out of a list of eight Only, 4 of them are really bad (unless you are a divine Soul Sorcerer which is new to the club) so you get to pick two from a list of four. Only, one of those is incredibly expensive. And another one is very niche unless you are playing a social game, the DM has not houseruled that you can sleight of hand spells (a very common houserule because of the narrative of Arcane Tricksters, Fey Warlocks and Bards), and/or you have enemies who constantly counterspell everything you do (this seems to be a big thing at some tables, but I've only ever seen one or two fights where counterspell is used against the players) So... for 10 levels of the game, your choice has almost essentially been made for you. Such fun. You miss the point that is feels like a waste. A level three sorcerer essentially has one ability if they choose heighten " Once per day you can make one enemy roll one save with disadvantage." Only, it is even worse than just using an ability that fails, because you know you could have used those points for something that succeeded, like quickening. And, Heighten doesn't become a twice per day ability until level 6, unless you are willing to burn slots. And since it is three points, before level five you are talking about burning all your first level spells to make a second level stick (is three spells worth that cost?) or a second and a first. It seems powerful, to burn low level spells to make high level spells possibly more powerful, but only if you are used to a dynamic where those low level spells aren't going to get used anyways, and if you have spells not being used as a sorcerer, you need to dump them. You don't have enough spell selection to be keeping chaff on the list. [/QUOTE]
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