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Sorcerers and Versatility
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<blockquote data-quote="Minigiant" data-source="post: 6640439" data-attributes="member: 63508"><p>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.</p><p></p><p>Let's look at a player created NPC from my setting</p><p></p><p>Goldie Dreadlocks, 6th level gold sorcerer</p><p>Cantrips:<em>true strike, fire bolt, light, ray of frost, shocking grasp,</em></p><p>1st level: <em>burning hands, charm person, chromatic orb</em></p><p>2nd level: <em>enhance ability, scorching ray</em></p><p>3rd Level: <em>fireball, counterspell</em></p><p>Metamagics: <em>quicken spell, empower spell.</em></p><p> </p><p>There's no messing up Goldie. He "burn fiya pon his enemies" and casts <em>chromatic orb, ray of frost, and shocking grasp </em>if they're immune. In interactions, he has high Charisma (20) and <em>charm person</em> and <em>enhance ability</em>. While exploring he has <em>enhanced ability </em>and<em> light</em>.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>That's how it always has been. The Wizard's Tony Stark to the Sorcerer's Bruce Banner.</p></blockquote><p></p>
[QUOTE="Minigiant, post: 6640439, member: 63508"] 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:[I]true strike, fire bolt, light, ray of frost, shocking grasp,[/I] 1st level: [I]burning hands, charm person, chromatic orb[/I] 2nd level: [I]enhance ability, scorching ray[/I] 3rd Level: [I]fireball, counterspell[/I] Metamagics: [I]quicken spell, empower spell.[/I] There's no messing up Goldie. He "burn fiya pon his enemies" and casts [I]chromatic orb, ray of frost, and shocking grasp [/I]if they're immune. In interactions, he has high Charisma (20) and [I]charm person[/I] and [I]enhance ability[/I]. While exploring he has [I]enhanced ability [/I]and[I] light[/I]. 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. [/QUOTE]
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