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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Sorcerers and Wasted Spell Slots
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<blockquote data-quote="Rel" data-source="post: 325168" data-attributes="member: 99"><p>Here's a few more random thoughts on this discussion:</p><p></p><p>As to your last point, Uller, I actually do try to have a fixed spell set at the start of the campaign if possible. During my last campaign, the splat books were still being released so I decided that none of those spells would be available until all the books were out. I told the player who played the Sorcerer that he could swap in a few of the new spells if he wanted. But usually I prefer if the Sorcerer knows his options before the campaign begins.</p><p></p><p>Another reason why I might be a bit strict about the "once you buy a prize, it's yours to keep" idea is that I've already given the Sorcerers a slight power boost by giving them specialization. If a Sorcerer wants to specialize (using the same Prohibited Schools guidelines for Wizards), they get one extra known spell from their speciality school at each spell level. I like giving them a few more choices and I also like the idea of "themed" Sorcerers. YMMV.</p><p></p><p>But ask yourself this: If the fighter who had taken Weapon Focus and Weapon Specialization in the Scimitar was disappointed because the party hadn't found a cool magical Scimitar but had found a cool magic longsword and wanted to change his feats to apply to the longsword, would you allow it? I wouldn't. I realize that it might be slightly "less fun" for the player to not have the spiffy sword. But if I let him change his feats then I should expect the other players to want to change theirs. Where does it stop?</p><p></p><p>And furthermore, none of players (and when I play I fall into the same category) picks a feat, spell or anything else crucial to their character without some discussion with the other players and the DM. It isn't because we need permission or lack the confidence to make our own decisions. We (being the geeks we are) love to talk about this kind of stuff and point out to each other the pros and cons of the various spells and feats. So it is very unlikely that anybody is making a mistake. A calculated risk, yes. A mistake, no.</p><p></p><p>Anyhow, I am enjoying the discussion because I think it transcends the Sorcerer-Spell issue and gives a glimpse into DM style which is always an interesting topic to me.</p></blockquote><p></p>
[QUOTE="Rel, post: 325168, member: 99"] Here's a few more random thoughts on this discussion: As to your last point, Uller, I actually do try to have a fixed spell set at the start of the campaign if possible. During my last campaign, the splat books were still being released so I decided that none of those spells would be available until all the books were out. I told the player who played the Sorcerer that he could swap in a few of the new spells if he wanted. But usually I prefer if the Sorcerer knows his options before the campaign begins. Another reason why I might be a bit strict about the "once you buy a prize, it's yours to keep" idea is that I've already given the Sorcerers a slight power boost by giving them specialization. If a Sorcerer wants to specialize (using the same Prohibited Schools guidelines for Wizards), they get one extra known spell from their speciality school at each spell level. I like giving them a few more choices and I also like the idea of "themed" Sorcerers. YMMV. But ask yourself this: If the fighter who had taken Weapon Focus and Weapon Specialization in the Scimitar was disappointed because the party hadn't found a cool magical Scimitar but had found a cool magic longsword and wanted to change his feats to apply to the longsword, would you allow it? I wouldn't. I realize that it might be slightly "less fun" for the player to not have the spiffy sword. But if I let him change his feats then I should expect the other players to want to change theirs. Where does it stop? And furthermore, none of players (and when I play I fall into the same category) picks a feat, spell or anything else crucial to their character without some discussion with the other players and the DM. It isn't because we need permission or lack the confidence to make our own decisions. We (being the geeks we are) love to talk about this kind of stuff and point out to each other the pros and cons of the various spells and feats. So it is very unlikely that anybody is making a mistake. A calculated risk, yes. A mistake, no. Anyhow, I am enjoying the discussion because I think it transcends the Sorcerer-Spell issue and gives a glimpse into DM style which is always an interesting topic to me. [/QUOTE]
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