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Stalker0's Alternate Arcane Casters - Sorceror
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<blockquote data-quote="Hawk Diesel" data-source="post: 7304718" data-attributes="member: 59848"><p>No, its not that like in 4E. But in games like mine, where Hit Dice are used frequently for healing since we don't have a dedicated healer in the party, you run into the same problem as Sorcery Points originally had. Multiple class abilities are now using the same resource pool. And it's made even worse because Hit Dice recharge at a slower rate than other resources. </p><p></p><p>Sorcery Points are supposed to at the same time be equivalent to Arcane Recovery, providing the Sorcerer and Wizard with roughly the same number of spell slots per day, while also providing a route for powering metamagic. But if the sorcerer is also using that resource to power metamagic (something the Wizard doesn't need to worry about), then the Sorcerer is not able to cast as often as the Wizard. And if the sorcerer is converting those sorcery points to spell slots, then they aren't using their signature ability as often as they should. So a sorcerer at low levels is gimped, and at higher levels is forced to burn lower level spell slots to keep up. Flexible casting is necessary to give the Sorcerer something to improve management of spell slots and metamagic, but is also not in and of itself sufficient as it is written.</p><p></p><p>So the best solution that I see is to give the Sorcerer more Sorcery Points. You can either do it outright by increasing their pool (recognizing that Sorcery Points need a bit more to power both an equivalent to Arcane Recovery and Metamagic), or increase how much they get by burning a spell. Allowing the use of Hit Dice to increase sorcery points is a way to increase the pool, but you really will only get 1/4 of your level worth of sorcery point per day due to the slower recharge rate and assuming you need to use at least some of them to supplement to heal as well (assuming you are adventuring without expending most resources before a second long rest, which happens quite a lot in the games I play).</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 7304718, member: 59848"] No, its not that like in 4E. But in games like mine, where Hit Dice are used frequently for healing since we don't have a dedicated healer in the party, you run into the same problem as Sorcery Points originally had. Multiple class abilities are now using the same resource pool. And it's made even worse because Hit Dice recharge at a slower rate than other resources. Sorcery Points are supposed to at the same time be equivalent to Arcane Recovery, providing the Sorcerer and Wizard with roughly the same number of spell slots per day, while also providing a route for powering metamagic. But if the sorcerer is also using that resource to power metamagic (something the Wizard doesn't need to worry about), then the Sorcerer is not able to cast as often as the Wizard. And if the sorcerer is converting those sorcery points to spell slots, then they aren't using their signature ability as often as they should. So a sorcerer at low levels is gimped, and at higher levels is forced to burn lower level spell slots to keep up. Flexible casting is necessary to give the Sorcerer something to improve management of spell slots and metamagic, but is also not in and of itself sufficient as it is written. So the best solution that I see is to give the Sorcerer more Sorcery Points. You can either do it outright by increasing their pool (recognizing that Sorcery Points need a bit more to power both an equivalent to Arcane Recovery and Metamagic), or increase how much they get by burning a spell. Allowing the use of Hit Dice to increase sorcery points is a way to increase the pool, but you really will only get 1/4 of your level worth of sorcery point per day due to the slower recharge rate and assuming you need to use at least some of them to supplement to heal as well (assuming you are adventuring without expending most resources before a second long rest, which happens quite a lot in the games I play). [/QUOTE]
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