I never argued that one option is truly superior to the other; my initial position was treating both as roughly equal. But as you'll note my wording, I indirectly acknowledge that the double-dragon is still a bit of a disadvantage. I honestly fully expected someone to bring up that I never actually denied it being a disadvantage.
That might've settled things a while ago if you had just said it directly!![]()
One point of DR per sorcerer level seems about right. Thanks!
And only resisting fire is never, in absolutely no possible situation, better than resisting fire and optionally also lightning which makes it, always, less powerful.
Derren said:The mixed sorcerer has more option while the double sorcerer lacks half of a class feature.
Wrong....is untrue.
But champions aren't weaker than battle masters or wizards or clerics because they don't have as many options. They simply have fewer options.
...is untrue. The mixed sorcerer has the option to spend 1 sorcery point on a different kind of resistance if they need it. If they do that, they can't do other things with their points. They do it, and later in the day, they fry their ally with a fireball because they can't afford Careful Spell. The double-sorcerer does not have a resistance option, which means they also don't ever spend that sorcery point there. Instead, they get fried and get to use some other ability more often instead. So later, they avoid frying their ally because they can afford Careful Spell.
So the advantage to not having the option is removing the temptation of spending a point to activate it, because it might turn out to have been a poor decision later? That's sort of a weak justification. I mean, I guess technically that's a sort of benefit, but it's not like every time I use the resistance ability I'll regret spending the point later. I'd rather give myself the possibility of making a good choice than remove the choice entirely in case I use it wrong.
Derren said:A mixed sorcerer has the same option of using all points for offensive metamagic. Having an additional option you can take when needed is not a weakness.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.