sorcerers

In general I've tweaked the balance of power between sorcerers and wizards by creating new spells. Wizards are highly vulnerable to some of those new spells, and a couple of them (twincast for example) are prohibited from wizards just as a couple PHB spells aren't allowed to sorcerers. The new spells broke the cookie cutter mold without swelling the boat too much. Eventually I'll put them out.
 

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Merlion said:
But I find most people who want to play a caster want it for the versatility, which the sorcerer doesnt have.

I think this is an over generalization that is not true for all people.

In our current group, we have:

Fighter/Sorcerer/Spellsword
Warmage
Rogue/Psion/Shadowmind
Barbarian/Favored Soul/Bear Warrior
Druid

All of these characters can lay down a lot of spells/powers. However, none of them worry too much about not having the proper spell since most spells which they might need are covered by at least one other character.

And, they did not worry that when they started at 9th level, that none of these PCs had access to fifth level spells (the Druid is a Drow, so only started at 7th level). Sure, higher level spells are nice. But, too many people here on these boards put a premium on higher level spells over a strong selection of both spells and abilities. The proper combined selection of spells and abilities can sometimes be much more devastating and versatile than having a few higher level spells.

As an example, the entire group got caught up (at one point or another in last week's combat) in at least one (and often both) of two Evard's Black Tentacle spells. The Spellsword Enlarged and got out. The Shadowmind Dimension Doored out. The Bear Warrior grew into a bear and got out. The Druid wild shaped into a bear and got out. The only one who did not get out on his own was the Warmage and that was because he was unconscious (drow poison) before either of the Evard's were cast.

Now, a Wizard might have gotten out of the first spell relatively easily (Dimension Door, Teleport, Gaseous Form), but many tenth level Wizards (the party's current level) would be harder pressed to have two spells that would let them escape. The same typically would not be true for a 10th level Sorcerer. If he has a way out, he can often use it multiple times.


The game is not played in a vacuum. Typically, it is not a solo PC Wizard against the world. You might have a game where the PC Wizard is the only spell caster in the group, but this would be a rare game as opposed to a common game. Hence, you cannot really compare a Wizard and a Sorcerer in a vacuum either. You have to look at the supporting cast of PCs (or NPCs) as well and some people here on the boards tend to forget that.
 

Dr. Awkward said:
A bit off-topic, but I started a topic a while back on sorcerers asking the question "has anyone found any spells that aren't what you'd call "normal" spells for a sorcerer (not magic missile, not fireball, etc.) that they have discovered to be really great, even surprisingly good, for sorcerers?" Nobody posted any.

I havn't seen that thread. :)

So while I've got all these sorcerer supporters here, I thought I'd ask again.

My sorceress has Planar Binding, for example, which is a great way to add some out-of-combat flexibility, she also has Imbue Familiar with Spell Ability, which is kinda like Quicken Spell, and Analyze Dweomer and Dimensional Anchor, which are really nice, if you have them available all the time. :)

As an example, someone over at the WotC boards talks up Swift Fly, from Complete Adventurer. He says that for a sorcerer, it's superior to Fly.

She also had Swift Fly, but I didn't find it so very useful, actually. In general, I agree that it can be better than Fly, at least in combat situations, and for the out-of-combat flight you got Polymorph, anyways. Replaced it with Wraithstrike recently, now that I have picked up Arcane Strike, she is a whirlwind of destruction in melee. :p

Bye
Thanee
 

So, the more time your DM allows to prep for combat, the more the DM favors wizards. The more combat comes on the party unawares, the more the DM favors the sorcerer.


Unless the Sorcerer still doesnt have the spell that would be helpful in the situation, preperation or no preperation.

I think its better to say if your caught totally unawares the Sorcerer is at less of a disadvantage than if any degree of foreknowledge is allowed. It evens things out, but it doesnt give the Sorcerer any special advantage...he's still limited to whatever spells he knows.


A sorcerer has access to all the spells the does know, while the wizard only knows those spells he has prepared, as far as any single combat is concerned.


Yep, but most of the time, a Wizard can prepare as many or more spells of a given level as a Sorcerer knows.

a 4th level Sorcerer knows a single 2nd level spell. A 4th level Wizard knows 4, and can have 3 prepared (assuming a deccent Int).

A 7th level Wizard is going to know at least 7 or 8 first level spells, four spells of 1st through 3rd level, and two spells of 4th level, minimum. And assuming even only a 17 Int (he'll probably have at least an 18 by then in reality) he has spells prepared of 5/4/3/1 (in reality would probably be 2)


a 7th level Sorcerer has spells known of 5/3/2.

The Wizard can have avaible to him more spells of each level than the Sorcerer, even with preperation. Or at least as many. Spell preperation is the original way of doing things in D&D, and the system is built around it.


And you say a wiz and a sorc have the same number of rounds to act in a combat, but the sorcerer is ready for combat more times per day than a wiz because of his increased spells per day.


But the system is balanced around a certain number of encounters per day. Including the Wizard. So the Sorcerers extra spells per day are usualy pretty meaningless. Unless your in a game with a well above average number of encounters per day.

Especially since a party is only as fast as its slowest member so to speak. In my experience once any character runs out of spells or whatever for the day, the party then rests.



If you're going to have the wizard stocked up with scrolls to scribe into his spellbook, then you must give the sorcerer all those same scrolls (to equalize the wealth).


Not neccesarily. The wealth should be equal, but theirs no requirement for it to take the same form. If the party defeats a group of enemies and gains a 4,000 GP treasure and splits it evenly, the Wizard is quite possibly going to spend at least some of his on scrolls and scribing materials. The Sorcerer would get an equal share as well, but the player would decide what to spend it on.



At this point, both classes can cast all those spells, but the sorc will only be able to cast the spell once before having to buy it again, and the wizard will have to spend a part of his day memorizing the thing



Which is still Advantage: Wizard. Big time. The Sorcerer uses his scroll and its gone. The Wizard scribes it and knows that spell and can use it from then on if he chooses.


So, the sorcerer will have access to, and be able to cast, just as many different spells as the wizard, he just won't be able to cast them over and over. The wizard will be able to cast these spells repeatedly, as long as he had the foresight to memorize the spell.



I dont find this to be a very good comparison. Having an item to cast a spell once is not the same thing as knowing and being able to cast a spell.

Now yes scrolls can help to slightly increase a Sorcerer's diversity. But its still not the same as actually knowing more spells.



And don't dismiss the fact that you can't remove a sorcerer's spells from him... you can only prevent him from casting them. A wizard, well his spellbook is his achilles' heel. It makes him vulnerable to attack, and it also makes him a target for other wizards who don't want to spend the money to buy all those spells. A sorcerer has neither the heel, nor the reward for other casters that do away with him out of hand.



Technically this is true. But most gamers I have heard from on the issue find the idea of actually using that weakness quite repugnant. Wizards are the only class in the game that can be totally negated by removing a single possession. The spellbook is mainly present as a flavour element. To actually use such an absurdist aproach, as a DM, to basically destroy one of your PCs to me just smacks of sadism.


Also remember that in a standard game both are pretty dependent on a spell component pouch.



And this is to balance the wizard and the sorcerer, along with the lack of sorcerer bonus feats. Were the sorc to have the same spell level progression and feat aquisition as the wizard, the sorc would be undoubtedly more powerful. Ergo, on other levels not including spell progression and feat aquisition, the sorc should be stronger. And he is.



But not enough to make up for what he looses. The Sorcerer was not designed especially well. They decided they wanted to introduce a caster who doesnt have to prepare ahead of time.

But instead of making him truly unique they simply made him a non-preparing Wizard. A caster with spells and nothing else. And so to try to maintain balance, they took and took and took from the class and all it got in exchange was spontaneous casting which 1) isnt as hot as some thing to begin with and 2) is even less so if you dont know any spells to spontaneously cast.

But the trouble is, a spellcasting class with nothing but spells, that hardly has any spells, has issues.

They at least should have actually done something with the whole bloodline idea and given the Sorcerer some other class abilities, to make up for the fact that all else it has is spells...and it gets very little of that.



I must disagree. Because the sorcerer knows fewer spells, the best spells for the sorcerer to pick are the complicated spells that can be applied in many situations, and have many uses. Complicated spells are the sorcerer's bread and butter.



But a Sorcerer isnt going to take spells like Fabricate or Mord's Secret Chest. Thats more what I meant. A Sorcerer having such an absurdly limited selection is mostly going to stick to bread and butter stuff.




Not in the number of spells, but a surviving sorcerer must find versatility in the uses of his spells



Sadly in D&D thats extremely diffacult. There are not many multiple use spells, and especially in current editions what a spell can do and cant do is defined to the nth degree, making improvisation diffacult.

When I speak of the versatility of spellcasters, I mean the ability to create many different effects. The Sorcerer has far, far less of that ability than any of the other casters.

As I said above, that wouldnt even be so bad if Sorcerers got anything else. But they dont.



Happily, he can create a wide variety of effects with those spells on the fly


Not compared to a Wizard. Or a Cleric. Or a Druid. Having only one or two spells of a given level is having only one or two spells of a given level.

Especially since as I mentioned most spells in D&D have a single function. Sure there are numerous exceptions that you could list. But the majority are still more or less single function.



Only in the spells they can choose from. The way these two classes can react to any situation is completely different. The sorcerer is an improvisationalist, the wizard a prepare-o-phile.


They are redundant in their spell list. They are redundant in the fact that they are both casting classes with no other class features of any meaningful kind. And they are redundant in their basic concept and archtype. Conceptually their only difference is that the Wizard is a "learned mage" and a Sorcerer is a "born mage".


Any classes can be redundant. It is up to the players to make their characters individuals.


I disagree. Mechanics are mechanics. Two classes with mostly the same mechanics are mechanically redundant no matter how they are played.

Wizard and Sorcerer are two very slightly different versions of exactly the same thing. No other classes in the game have that redundancy. Even the various melee classes have different strong themes and mechanics to support them.



As I said, the class isnt unplayable. But it was not as well designed as it should have been mechanically or conceptually. They scrambled to include "spontaneous casting" in the game, and it didnt go as well as it should have.
 

Merlion said:
Technically this is true. But most gamers I have heard from on the issue find the idea of actually using that weakness quite repugnant. Wizards are the only class in the game that can be totally negated by removing a single possession. The spellbook is mainly present as a flavour element. To actually use such an absurdist aproach, as a DM, to basically destroy one of your PCs to me just smacks of sadism.

No, it smacks of common sense.

Every enemy of a Wizard in the entire campaign should target his spell books.

To do otherwise is the height of idiocy in the name of being "politically correct" at the gaming table.

That does not mean that enemies should always succeed, it just means that the Wizard should be forced to take precautions.

Spoon feeding your players by not attacking the PC Wizard's spellbooks is weak.

Just like PCs not attacking the NPC Wizard's spellbooks is weak.


Does it make sense to you to NOT target an enemies weakness? What is so special about Wizards in this regard?
 

KarinsDad said:
No, it smacks of common sense.

Every enemy of a Wizard in the entire campaign should target his spell books.

To do otherwise is the height of idiocy in the name of being "politically correct" at the gaming table.

That does not mean that enemies should always succeed, it just means that the Wizard should be forced to take precautions.

Spoon feeding your players by not attacking the PC Wizard's spellbooks is weak.

Just like PCs not attacking the NPC Wizard's spellbooks is weak.


Does it make sense to you to NOT target an enemies weakness? What is so special about Wizards in this regard?

I never looked at it like that, but that's a great way to put a wizard on the ropes... someone steals his book and he needs to get it back.

Or say someone wants to "use" the mage, but not cripple her, so someon rips all the divination spells are her spellbook.

Or if a spell is particularily troublesome... :)
 

KarinsDad said:
No, it smacks of common sense.

Every enemy of a Wizard in the entire campaign should target his spell books.

To do otherwise is the height of idiocy in the name of being "politically correct" at the gaming table.

That does not mean that enemies should always succeed, it just means that the Wizard should be forced to take precautions.

Spoon feeding your players by not attacking the PC Wizard's spellbooks is weak.

Just like PCs not attacking the NPC Wizard's spellbooks is weak.


Does it make sense to you to NOT target an enemies weakness? What is so special about Wizards in this regard?

IME the few wizards that have been in my games are very careful with their spell books for that reason. They don't carry them out in the open (either in a back pack, under robes or in a portable hole at higher levels) and will generally have several duplicates in safe locations. However I could definitley see at least among wizards a certain ettiquete when it comes to not attacking spell books.
 

Yeah, because there is honor amongst theives and royal families play by the rules.

Of course there will be the accepted standard of not attacking/stealing/altering spellbooks. that might be 70% of the Full Wizards. The majority of them, but not all of them.

Partial wizards wouldn't have the same degree of respect overall.

Also when you get players like that getting all paranoid you need to step back, enforce that they're playing in character or disrupting the game and use it as a plot device.

All the more devilishly evil to take their book when they have a spare 3 kingdoms over. Let them find a spellbook with some lower level spells or something (a wussy mage attacks the party with ogres or something) and watch the Wizard scrape by until she can get her books back.

Just to make this post on topic, I want to add that you can't do that to a Sorcerer :)
 

I've found that players who are new to Spellcasters prefer the Sorc over the Wiz. However a veteran Arcanecaster player will choose Wizard everytime.

Sorcs are easy to play, and you can go with being walking artillery. With a Wizard you need to think alot more.
 

Drowbane said:
Sorcs are easy to play, and you can go with being walking artillery. With a Wizard you need to think alot more.

I don't get that. I've never seen someone be "walking artillery" with a sorcerer. For the most part I've seen people being creative and wily. Yeah they have combat spells, but they also have utility spells that they can use in/out of combat.

I find that Wizards are often more combat "artillary" minded. When you have to choose which spells you might need in the next day, a lot of the players would rather have combat spells than taking illusionary and utility spells "in the off chance you can use them" and even when they do, they treat each spell like gold because you only get the one spell you memorized.

Sorcerers can be very liberating in that you don't have to stress about predicting the future.

Will we be in a town intimidating people? Will there be a chase? Will we need to sneak in? Will get get our info on the first question and go into the sewers and straight into combat? What spells will be useful in both areas? What if a fight breaks out in the city and there are civilians around?

I'm not claiming Sorcerer superiority over Wizards by any means, just that they have their advantages over Wizards and Wizards have other advantages. Both end up cancelling each other out in general - not when you try to apply a specific situation one is better suited for.
 

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