Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The sorcerer as a unique class (with bloodlines - see post #1)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jack Simth" data-source="post: 4089759" data-attributes="member: 29252"><p>A generic Wizard N's base spells-per-day matches up almost perfectly with a Sorcerer N+1's spells known for most values of N between about 2 and 19. Played well, a Sorcerer's Spells Known looks almost exactly like a well-played Wizard's spells prepared when the Wizard doesn't know what he'll be facing that day. A Sorcerer is only slightly less of a batman than the wizard is, as the Sorcerer can't (Core) switch out spells known on a daily basis (outside core, there's a few ways to get around that limit). It looks like every Sorcerer you've seen in play was a blaster, which isn't the most effective thing you can do in 3.5. Don't get me wrong, blasting can be fun (especially with a DM that provides the proper opportunities to show it off) but there's lots more effective things to be doing (Combat Control, buffing, Debuffing, and Save-or-lose spam is what you want if you're after an effective use of a turn for an Arcanist). </p><p></p><p>Or to put it another way - A Sorcerer-12 with Planar Binding, Dismissal, Dimensional Anchor, and an appropriate Magic Circle Against [Alignment] or two can Call three 12 HD elementals or outsiders a day (or six 6 HD elementals or outsiders, or nine 4 HD elementals or Outsiders), and bind them to the task of a bodygaurd for 12 days each. It's pretty easy to grab CR 10 critters (and, with party support, it's pretty easy to dispatch them when you lose at the bargaining table) that'll do very well as meatshields, or ranged attackers, or grapplers, or... whatever you need, really. Up against something with a good AC? Call a Grappler, or maybe something with some nice at-will Zappy powers. Up against something with a good Reflex save? Bring some heavy-hitters to the table. Need tracking? Call one of the assorted extraplanar Hounds. There's very few tasks you can't fit with the right Outsider. </p><p></p><p>Take a look at the Sorcerer-12 that takes Heighten Spell, Flesh to Stone (Fort save or lose), Magic Jar (Will save or lose - cast it on the familiar so that it can do the pushing), Resilient Sphere (Reflex save or wait until the party is fully prepared) and Wall of Force (no save, no SR, wait for a while spell). There's very few opponents he can't stop so that the party fighter can have a lesurly time swatting them with reach weapons, or giving the Cleric time to cheaply heal the meatshield back up. Hey - he can even deal with incorporeal critters (Resilient Sphere is a Force effect) and if he's met with a crowd, he can Resilient Sphere himself and laugh at them while he thinks of something better to do. If he has someone carry a bunch of snails (target for Resilient Sphere) he can even block corridors very effectively for a long time.</p><p></p><p>Now compare the Sorcerer that went with blasting spells - Chain Lightning, Cone of Cold, Ice Storm, and Fireball. Okay, yeah - he's ready for a nice set of opponents; there's very little that'll be immune to all three... oh, a high reflex save and Evasion? Sorry, my bad. Ignoring that... what do you mean, he's got Spell Resistence? A GOLEM! ... or even just something with high hit points, really - direct damage is one of the least useful things any arcanist can do. </p><p></p><p>Okay, when you want a flying invisible artillary platform, the Sorcerer can do that rather nicely. So can a Wizard (wands and staves of blasty spells). There are, however, much more effective things you can be doing with your spells known.</p><p></p><p></p><p>Unless the DM plays to it's strengths (lots of mooks, endurance runs, and/or down-time to play a craft-monkey) the Warlock is one of the weaker classes in the game.</p><p></p><p>No. Someone who wants to play a blaster plays a Sorcerer because Sorcerers are slightly better at blasting than Wizards - anyone doing this is not doing it to be effective. A Sorcerer can actually batman rather effectively if built that way - just not as effectively as the Wizard. Sort of like how a Cleric isn't a heal-bot in 3.5; although they can fill that role, and are generally the most effective at filling that role, playing a heal-bot is not the most effective thing you can do with a Cleric.</p><p></p><p>I'd need to see the result to be sure, but in general, overspecialization (which is what you appear to be going for) is a bad thing; you're either owning an encounter or sitting on the sidelines; it gets rather binary.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4089759, member: 29252"] A generic Wizard N's base spells-per-day matches up almost perfectly with a Sorcerer N+1's spells known for most values of N between about 2 and 19. Played well, a Sorcerer's Spells Known looks almost exactly like a well-played Wizard's spells prepared when the Wizard doesn't know what he'll be facing that day. A Sorcerer is only slightly less of a batman than the wizard is, as the Sorcerer can't (Core) switch out spells known on a daily basis (outside core, there's a few ways to get around that limit). It looks like every Sorcerer you've seen in play was a blaster, which isn't the most effective thing you can do in 3.5. Don't get me wrong, blasting can be fun (especially with a DM that provides the proper opportunities to show it off) but there's lots more effective things to be doing (Combat Control, buffing, Debuffing, and Save-or-lose spam is what you want if you're after an effective use of a turn for an Arcanist). Or to put it another way - A Sorcerer-12 with Planar Binding, Dismissal, Dimensional Anchor, and an appropriate Magic Circle Against [Alignment] or two can Call three 12 HD elementals or outsiders a day (or six 6 HD elementals or outsiders, or nine 4 HD elementals or Outsiders), and bind them to the task of a bodygaurd for 12 days each. It's pretty easy to grab CR 10 critters (and, with party support, it's pretty easy to dispatch them when you lose at the bargaining table) that'll do very well as meatshields, or ranged attackers, or grapplers, or... whatever you need, really. Up against something with a good AC? Call a Grappler, or maybe something with some nice at-will Zappy powers. Up against something with a good Reflex save? Bring some heavy-hitters to the table. Need tracking? Call one of the assorted extraplanar Hounds. There's very few tasks you can't fit with the right Outsider. Take a look at the Sorcerer-12 that takes Heighten Spell, Flesh to Stone (Fort save or lose), Magic Jar (Will save or lose - cast it on the familiar so that it can do the pushing), Resilient Sphere (Reflex save or wait until the party is fully prepared) and Wall of Force (no save, no SR, wait for a while spell). There's very few opponents he can't stop so that the party fighter can have a lesurly time swatting them with reach weapons, or giving the Cleric time to cheaply heal the meatshield back up. Hey - he can even deal with incorporeal critters (Resilient Sphere is a Force effect) and if he's met with a crowd, he can Resilient Sphere himself and laugh at them while he thinks of something better to do. If he has someone carry a bunch of snails (target for Resilient Sphere) he can even block corridors very effectively for a long time. Now compare the Sorcerer that went with blasting spells - Chain Lightning, Cone of Cold, Ice Storm, and Fireball. Okay, yeah - he's ready for a nice set of opponents; there's very little that'll be immune to all three... oh, a high reflex save and Evasion? Sorry, my bad. Ignoring that... what do you mean, he's got Spell Resistence? A GOLEM! ... or even just something with high hit points, really - direct damage is one of the least useful things any arcanist can do. Okay, when you want a flying invisible artillary platform, the Sorcerer can do that rather nicely. So can a Wizard (wands and staves of blasty spells). There are, however, much more effective things you can be doing with your spells known. Unless the DM plays to it's strengths (lots of mooks, endurance runs, and/or down-time to play a craft-monkey) the Warlock is one of the weaker classes in the game. No. Someone who wants to play a blaster plays a Sorcerer because Sorcerers are slightly better at blasting than Wizards - anyone doing this is not doing it to be effective. A Sorcerer can actually batman rather effectively if built that way - just not as effectively as the Wizard. Sort of like how a Cleric isn't a heal-bot in 3.5; although they can fill that role, and are generally the most effective at filling that role, playing a heal-bot is not the most effective thing you can do with a Cleric. I'd need to see the result to be sure, but in general, overspecialization (which is what you appear to be going for) is a bad thing; you're either owning an encounter or sitting on the sidelines; it gets rather binary. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
The sorcerer as a unique class (with bloodlines - see post #1)
Top