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Spell Versatility is GONE. Rejoice!
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<blockquote data-quote="Asisreo" data-source="post: 8131062" data-attributes="member: 7019027"><p>Have you considered the real spellslots are the friends you made along the way? </p><p></p><p>Well, resource management is a part of the game. You need to pace yourself like a marathon. You want to put 100% of your energy across the marathon, but you don't want to do it before the first half. </p><p></p><p>You may not know how far your spell slots need to go, but that means metamagic is even more useful. Maximizing the efficiency of each individual slot helps you from burning through them too quickly. </p><p>Isn't that the same for most non-combat spells?</p><p></p><p>Either way, a DM that includes a houserule that makes a specific character option less potent needs to be careful. If suddenly the DM decides that dual-wielding gives 2 damage roll bonuses, the fighter that took dual-wielding may feel somewhat cheated. </p><p>For #1 & 2, its not niche since there's an assumption that the sorcerer knew about this combo and purposefully built themselves with it in mind. When they take subtle, they'd be on the lookout for spells that would be bad if associated with them. </p><p></p><p>I mean, most NPC's should believe in gods in the default setting. But if—for some reason—they don't, the spell isn't just about divine revelations. They can have a loved one appear, or a boss, or a fearsome enemy, or anything that the sorcerer knows will definitely grab that creature's attention. It's a very versatile spell. </p><p></p><p>And for the last point, no skill check is needed. It just rationalizes what it sees as real. Its balanced because they must make a save, but if they fail the intelligence save they perceive it as wholly real and will even take damage from it. </p><p>Are the critiques not from the level 1-9 range? From level 10+, the sorcerer has more than enough spell slots and sorcery points to cast their better spells quite alot with powerful metamagic and nice subclass features. </p><p></p><p>We're talking Heightened Hold Monster or Quickened Sunbeam for 12d8 damage on a single turn. Subtle Dominate Person or Subtle Wish. These are incredibly useful abilities at higher levels and with the 1-3 sorcery points a pop, its pretty cheap. </p><p>Its certainly not as efficient in terms of point preservation, but you do so because you feel you needed 4 fireballs. If not, it makes no sense going through the trouble. But you'll be able to tell when you need it.</p></blockquote><p></p>
[QUOTE="Asisreo, post: 8131062, member: 7019027"] Have you considered the real spellslots are the friends you made along the way? Well, resource management is a part of the game. You need to pace yourself like a marathon. You want to put 100% of your energy across the marathon, but you don't want to do it before the first half. You may not know how far your spell slots need to go, but that means metamagic is even more useful. Maximizing the efficiency of each individual slot helps you from burning through them too quickly. Isn't that the same for most non-combat spells? Either way, a DM that includes a houserule that makes a specific character option less potent needs to be careful. If suddenly the DM decides that dual-wielding gives 2 damage roll bonuses, the fighter that took dual-wielding may feel somewhat cheated. For #1 & 2, its not niche since there's an assumption that the sorcerer knew about this combo and purposefully built themselves with it in mind. When they take subtle, they'd be on the lookout for spells that would be bad if associated with them. I mean, most NPC's should believe in gods in the default setting. But if—for some reason—they don't, the spell isn't just about divine revelations. They can have a loved one appear, or a boss, or a fearsome enemy, or anything that the sorcerer knows will definitely grab that creature's attention. It's a very versatile spell. And for the last point, no skill check is needed. It just rationalizes what it sees as real. Its balanced because they must make a save, but if they fail the intelligence save they perceive it as wholly real and will even take damage from it. Are the critiques not from the level 1-9 range? From level 10+, the sorcerer has more than enough spell slots and sorcery points to cast their better spells quite alot with powerful metamagic and nice subclass features. We're talking Heightened Hold Monster or Quickened Sunbeam for 12d8 damage on a single turn. Subtle Dominate Person or Subtle Wish. These are incredibly useful abilities at higher levels and with the 1-3 sorcery points a pop, its pretty cheap. Its certainly not as efficient in terms of point preservation, but you do so because you feel you needed 4 fireballs. If not, it makes no sense going through the trouble. But you'll be able to tell when you need it. [/QUOTE]
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