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Stalker0's Alternate Arcane Casters - Sorceror
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<blockquote data-quote="CapnZapp" data-source="post: 7304535" data-attributes="member: 12731"><p>I like the general idea too. </p><p></p><p>With the more powerful metamagics you really need a sorcery point cost that's significant, so hit dice certainly fill that criteria.</p><p></p><p>Generally, I'm not keen on WotC's original idea "let's make metamagic exclusive to the sorcerer because we couldn't come up with anything else to replace the class' original 3E schtick of spontaneous casting", but I'm prepared to have that ship sailed for the purpose of this thread...</p><p></p><p>...still: </p><p></p><p>Edit: this is addressed to [MENTION=5889]Stalker0[/MENTION]</p><p>Why keep the idea you start with only a few of your metamagic options?</p><p></p><p>Since the list of options isn't layered or priced, all it means is forcing every sorcerer to take the same old metamagics at start (twinning for example).</p><p></p><p>What would your class lose by saying "every metamagic is available right off the bat"?</p><p></p><p>To me this would at most mean that you'd see the occasional Careful or Subtle during the low levels where everybody plays. Hardly game destroying. In fact, it would add quite a lot of distinction to the class right when it needs it.</p><p></p><p>One option is: at 3rd level you gain two random metamagics. (I think you have nine?) Then you get to pick two more. </p><p></p><p>This ensures everybody gets just as many as they do today, and does get to pick their favorites. But it also means they might be tempted to use their randoms (which might otherwise never have seen any play). It also means they might go for an option they would never have otherwise taken, simply because their randoms are good enough (maybe I didn't get Twinned but I got Quicken, so that's good enough for me to go off on a tangent and pick Consistent and Enduring as my choice picks just to try the new ones out?)</p><p></p><p>Then you gain two more at 7th and 10th level: first one random, then one free pick.</p><p></p><p>Adding a low-level ability at 17th level (remember, this would be - by definition - <em>the least</em> interesting in to boot!) is just a joke or insult so we'll simply be content with saying "you gain every metamagic option at 13th level".</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7304535, member: 12731"] I like the general idea too. With the more powerful metamagics you really need a sorcery point cost that's significant, so hit dice certainly fill that criteria. Generally, I'm not keen on WotC's original idea "let's make metamagic exclusive to the sorcerer because we couldn't come up with anything else to replace the class' original 3E schtick of spontaneous casting", but I'm prepared to have that ship sailed for the purpose of this thread... ...still: Edit: this is addressed to [MENTION=5889]Stalker0[/MENTION] Why keep the idea you start with only a few of your metamagic options? Since the list of options isn't layered or priced, all it means is forcing every sorcerer to take the same old metamagics at start (twinning for example). What would your class lose by saying "every metamagic is available right off the bat"? To me this would at most mean that you'd see the occasional Careful or Subtle during the low levels where everybody plays. Hardly game destroying. In fact, it would add quite a lot of distinction to the class right when it needs it. One option is: at 3rd level you gain two random metamagics. (I think you have nine?) Then you get to pick two more. This ensures everybody gets just as many as they do today, and does get to pick their favorites. But it also means they might be tempted to use their randoms (which might otherwise never have seen any play). It also means they might go for an option they would never have otherwise taken, simply because their randoms are good enough (maybe I didn't get Twinned but I got Quicken, so that's good enough for me to go off on a tangent and pick Consistent and Enduring as my choice picks just to try the new ones out?) Then you gain two more at 7th and 10th level: first one random, then one free pick. Adding a low-level ability at 17th level (remember, this would be - by definition - [I]the least[/I] interesting in to boot!) is just a joke or insult so we'll simply be content with saying "you gain every metamagic option at 13th level". [/QUOTE]
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