I was talking bout screw up per adventure day. The sorcerer is easy to screw up on character creation but impossible to to screw up while preparing to adventure. Because they cannot change and a sorcerer is best built for one job.
Let's look at a player created NPC from my setting
Goldie Dreadlocks, 6th level gold sorcerer
Cantrips:true strike, fire bolt, light, ray of frost, shocking grasp,
1st level: burning hands, charm person, chromatic orb
2nd level: enhance ability, scorching ray
3rd Level: fireball, counterspell
Metamagics: quicken spell, empower spell.
There's no messing up Goldie. He "burn fiya pon his enemies" and casts chromatic orb, ray of frost, and shocking grasp if they're immune. In interactions, he has high Charisma (20) and charm person and enhance ability. While exploring he has enhanced ability and light.
Now an equal level wizard has 1 less cantrip, 4 more spell prepared, and a spellbook full of rituals. Much better. He can copy Goldie's list (swapping mage armor in for enhance ability) and add 4 more spells. But with more options and the ability to swap spells on long rest, a chance of error creeps in. If the party doesn't gather the rumor that a half dragon leads the orcs, the wizard might not be prepared.
But Goldie never changes. Cast fire spells or shoot out the biggest chromatic orb you can. Sorcerers with a theme are always prepared as they have one job and the features to always have a hammer.
That's how it always has been. The Wizard's Tony Stark to the Sorcerer's Bruce Banner.
Alright. One last time. This is important, for me, that you and Jester understand this.
To imply that Wizards having more spells known/prepared is actually detrimental is dishonest. That is what we are saying.
Lets make a foil to your Goldilocks, a Wizard called Sir Bearington.
Sir Bearington, 6th level abjuration wizard
SPELLS PREPARED
Cantrips: true strike, fire bolt, ray of frost, shocking grasp
(-1 no light)
1st level: burning hands, charm person, chromatic orb,
mage armor
2nd level: enhance ability, scorching ray,
levitate
3rd Level: fireball, counterspell,
haste
Other spells known but not prepared:
find familiar (always on), alarm, shield, detect magic, mirror image, leomund's tiny hut
Sir Bearington has THE EXACT SAME SPELLS prepared as Goldilocks, PLUS MORE. He swaps out the bolded spells for other spells depending on what he feels like -- but since he has THE EXACT SAME SPELLS as Goldilocks AT ALL TIMES, he is NEVER in any way, shape, or form, "stuck" with "worse" spells. The fact that he CAN swap out the majority of his spells prepared is a BOON, not a detriment.
To say otherwise is dishonest. It's like me saying that a gun is a better long range weapon than a spoon, but you saying "but you can shoot yourself in the foot with a gun!"
There is no downside here, so stop trying to portray it as such.
Having no components doesn't reduce his spells known. It just means he can't cast those spells until he gets a new arcane focus. Losing your spellbook is a permanent reduction in spells known unless you have a backup. Sorcerers can lose their component pouches, but never their spells known. Ergo, the wizard's minimum spells known is equal to his spells prepared, which he cannot lose. It's still more than the sorcerer but not twice as many.
Ah, I misunderstood then. Sorry for that, I understand what you mean now.
I will say, however, in my ten years of playing I've only seen a spellbook being stolen a single time. You have to be a really sadistic DM to rob a PC of its core features. It's akin to cutting off the arm of a martial character that was using a two-handed weapon -- you could, and they can still use a one-handed weapon, but that's a low blow. It's such an outlier that I don't consider it a valid concern at a normal table.
If we're talking specifically about pure sorcerers, then I agree they're not as much fun. Sorcerers IMHO, like rogues, rangers, and barbarians, multi-class better than they single-class.
Yes, that's the whole point of this thread. Thank you.
The latter part though: that implies that those classes are also poor single class. Barbarians and Rogues are definitely great single class, and while I'm sure you could MC them well, I can give you plenty of reasons (especially rogue) for staying single. Rangers perhaps, I'm not an expert on them, but I know that many consider beastmaster to be one of the worst options in the book so it's not a stretch to say that MC'ing them is better than pure.
Maybe. Maybe not.
I've played in a magic lite campaign where the party only encountered a single hostile wizard. Princes of the Apocalypse only has a single spellbook to be captured and most of the scrolls are for the spells in the appendix of that book. Despite Red Wizards being a focus of the campaign, there's no mention of spellbooks in either Hoard of the Dragon Queen or Tyranny of Dragons, and the former has maybe a half-dozen scrolls while the later has twice that but provides the same spell on a scroll multiple times.
This also assumes the NPC wizard has the "correct" number of spells (the one example, in Princes of the Apocalypse, only has her prepared spells, so less than half her expected spells) AND assumes the spells provided are ones the PC needs. There are go-to spells a spellcaster will prepare, both for a PC and an NPC combatant. There's a good chance of overlap unless the wizard is really playing support (in which case the added spells are ones undesired anyway).
I don't see adventuring providing a wealth of desired spells unless the DM is feeling generous, or setting out explicitly to provide new spells.
>0 is still more than 0. You're arguing for the sake of arguing.
However, the wizard also requires much more system master, making it a harder class to learn and play. Poor spell choices and memorization for the day can easily render a wizard inept and ineffective, making the sorcerer a more effective choice.
"You can shoot yourself in the foot with your gun, making throwing spoons a more effective long range weapon." Please.
Conversely, someone with the requisite system mastery can do a lot more with the wizard, reactively swapping out spells and being strategic with spell choices each level. So the wizard has the potential to become more powerful. It can be played as more powerful, with greater player skill. But player skill will always make a character more effective, so that's a neutral argument.
Ah, there it is. "This class requires more skill therefore it's justified in being more powerful." Such a false statement.
The wizard DOES NOT have to choose spells "more carefully" than the sorcerer. The sorcerer learns one spell per level, and can retrain up to one spell per level. The wizard learns TWO spells per level -- his one "retrain" is just keeping that spell forever.
A sorcerer needs a deep understanding of his Sorcerer Points to be anything more than a crap wizard. You need to have a firm grasp of your metamagics (Quicken/Twin, or you're SOL) and must choose spells accordingly to get value out of them. You need to manage a tight resource that controls both your metamagics and your spell recharge system, and you need to know when to inefficiently melt down spells for SP.
A wizard deals with none of that. The wizard needs only to manage what his bonus spells will be during the day.
I'm NOT saying the sorcerer is more difficult to play well than a wizard. I AM saying that wizards are not more difficult than a sorcerer. Yes, I've played both. You clearly haven't played a sorcerer.