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The curious case of the double-dragon sorcerer
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<blockquote data-quote="Fralex" data-source="post: 6513958" data-attributes="member: 6785902"><p><em>Overall,</em> yes, there are virtually limitless options. But all we're talking about is the options for spending sorcery points. There is a quite-finite number of things they can do, and you're going to want to use some of them. But unless you're the DM or a real-life Telepath or Seer, you have no way of knowing, at character creation, which of those options you're going to end up wanting later. If you choose to take one option away, either you'll go through the whole game without ever ending up wanting to use it, or at at least one point in the game you will wish you had it. If you choose to keep that option, either you'll go through the whole game without ever wanting to use it, or at at least one point in the game you will want to use it and be fortunate enough to have it. At best, the first choice will be irrelevent and at worst it will cost you your life. If you choose the second one, the worst that could happen is you will never need to use it, and at best it will save your life. I don't like any battle plan containing the underlined phrase, "and hope they miss a lot."</p><p></p><p> </p><p></p><p>Ah, but does it make you more able to contribute than someone unprepared for the situation in play, if it was one of the situations you <em>had</em> prepared for? And does being <em>unprepared</em> for more possible situations make you more able to contribute than someone prepared for the situation in play? Is arbitrarily reducing your capabilities just in case it turns out not to matter a better decision than maximizing your capabilities just in case it <em>does</em> turn out to matter? Power is not single-dimensional. There's how much you can contribute in a given situation, and then there's how many given situations your power can contribute <em>in.</em> That sideways growth <em>does</em> count for something! To use the Rock-Paper-Scissors analogy, there's no <em>guarantee</em> you'll need to use all three options, but preemptively deciding to only use rock regardless of what it looks like your opponent is about to throw (for this analogy to work, we're assuming you're one of those RPC champions that can usually tell what their opponent is going to use next after a few rounds) puts you at a clear disadvantage.</p><p></p><p></p><p></p><p>The reason wizards are balanced against less-versatile classes is that the spell versatility comes at a price. They are the only class that both does not automatically know every spell on its spell list <em>and</em> has to choose a limited number of spells to be available each day. In our case though, it's much simpler; we're comparing two identical classes with one class having one additional option. All else being equal, that one additional option makes the class slightly more capable.</p></blockquote><p></p>
[QUOTE="Fralex, post: 6513958, member: 6785902"] [I]Overall,[/I] yes, there are virtually limitless options. But all we're talking about is the options for spending sorcery points. There is a quite-finite number of things they can do, and you're going to want to use some of them. But unless you're the DM or a real-life Telepath or Seer, you have no way of knowing, at character creation, which of those options you're going to end up wanting later. If you choose to take one option away, either you'll go through the whole game without ever ending up wanting to use it, or at at least one point in the game you will wish you had it. If you choose to keep that option, either you'll go through the whole game without ever wanting to use it, or at at least one point in the game you will want to use it and be fortunate enough to have it. At best, the first choice will be irrelevent and at worst it will cost you your life. If you choose the second one, the worst that could happen is you will never need to use it, and at best it will save your life. I don't like any battle plan containing the underlined phrase, "and hope they miss a lot." Ah, but does it make you more able to contribute than someone unprepared for the situation in play, if it was one of the situations you [I]had[/I] prepared for? And does being [I]unprepared[/I] for more possible situations make you more able to contribute than someone prepared for the situation in play? Is arbitrarily reducing your capabilities just in case it turns out not to matter a better decision than maximizing your capabilities just in case it [I]does[/I] turn out to matter? Power is not single-dimensional. There's how much you can contribute in a given situation, and then there's how many given situations your power can contribute [I]in.[/I] That sideways growth [I]does[/I] count for something! To use the Rock-Paper-Scissors analogy, there's no [I]guarantee[/I] you'll need to use all three options, but preemptively deciding to only use rock regardless of what it looks like your opponent is about to throw (for this analogy to work, we're assuming you're one of those RPC champions that can usually tell what their opponent is going to use next after a few rounds) puts you at a clear disadvantage. The reason wizards are balanced against less-versatile classes is that the spell versatility comes at a price. They are the only class that both does not automatically know every spell on its spell list [I]and[/I] has to choose a limited number of spells to be available each day. In our case though, it's much simpler; we're comparing two identical classes with one class having one additional option. All else being equal, that one additional option makes the class slightly more capable. [/QUOTE]
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