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General Tabletop Discussion
*Pathfinder & Starfinder
The sorcerer as a unique class (with bloodlines - see post #1)
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<blockquote data-quote="Jack Simth" data-source="post: 4094978" data-attributes="member: 29252"><p>Yes, but when it comes down to it, it's only a very minor boost - I was going through and noting the differences from the Core Sorcerer and assigning ad-hock values to them. This is, for the most part, a fairly low-value advantage.</p><p></p><p>Not what I meant. A Spell Components Pouch is a core item that costs 5 gold pieces. As long as you have one, you're assumed to have any inexpensive material or focus component for any spell you need to cast. The only practical difference between using a spell component pouch and using Eschew Materials is grappling situations - where the only spells you'll usually want to cast (Dimensino Door, Teleport, et cetera) don't require components anyway. It costs 5 gp to duplicate 90% or so of that class feature. It's a power boost to have it, but it's not a very big one (although the removal of expensive components later on is a little larger, most expensive components are cheap when you reach the level they're needed, and most Sorcerers avoid those spells anyway). Again, a minor boost. </p><p></p><p>Per your house-rules, it's really hard to cast stealthily while invisible - you glow, and no magic can mask it - it's a pair of skill checks or soak damage. The flying spellcasting platform (not that your Sorcerers get Fly....) can be fairly easily spotted in a battle; a readied action to attack when the pretty light show arrives will get the caster. While this is mostly a good thing, it's still a reduction in character power for the caster.</p><p></p><p>You've removed a lot of fairly staple spells. Just looking at Core....</p><p></p><p>Summon Monster of all varieties is missing (but oddly, the Planar Binding line remains, even though Gate has been removed... not that you can use the Planar Binding line, as the required Magic Circle isn't on his list). These are some of the more flexible of spells - it covers scouting, battle, and some utility (including, eventually, healing). </p><p></p><p>Most divinations are gone. The only way for this Sorcerer to see around a corner is to walk around it. Likewise, he can't find someone if they're not right there.</p><p></p><p>Many Low-level save or suck spells are missing - Sleep, Web, Glitterdust, and Slow, most notably. Sure, they're on the top tier of spells at their level... but this seriously cuts down on the in-game offensive potential of the class.</p><p></p><p>All Polymorph spells are gone. Granted, they're the most broken spells in the game, so this isn't really a bad thing, but at the same time, it's still a pretty severe power reduction - especially as you haven't removed it from the Wizard.</p><p></p><p>Many of the basic buff spells are gone - the entire animal attribute line, Haste, and Enlarge Person are notably missing. If this Sorcerer is facing off against something with strong SR, the player might as well take a nap - he can't really help his allies, might as well tell the DM to have his character retreat to somewhere safe while the player goes and does something else.</p><p></p><p>All of the extra maneuverability spells are gone - no Fly, no Spider Climb, no Expedite Retreat. While he can maybe get up a wall with Levitate, that and walking along the ground are the limit of his maneuvering. If he faces a chasm, he has to go around. He doesn't even have Animate Rope.</p><p></p><p>All of the resting spells are gone - no Alarm, no Rope Trick, no Tiny Hut, no Secure Shelter, no Magnificent Mansion. Your Sorcerer has to sleep in the open. </p><p></p><p>The sum of all this is that you've seriously crimped his options - while not doing something similar to the Wizard, which is a stronger class to begin with. This is a really hefty cut in power for the Sorcerer. Or to put it another way, on your Wizard write-up, you list "No adventuring party is complete without one" - and it's quite correct - your Sorcerer can't keep up. </p><p></p><p></p><p>Only sort of. While it generally leads to spell-spamming, that's not what it inherently is. </p><p></p><p>I'm sure I'll have a look at it.</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4094978, member: 29252"] Yes, but when it comes down to it, it's only a very minor boost - I was going through and noting the differences from the Core Sorcerer and assigning ad-hock values to them. This is, for the most part, a fairly low-value advantage. Not what I meant. A Spell Components Pouch is a core item that costs 5 gold pieces. As long as you have one, you're assumed to have any inexpensive material or focus component for any spell you need to cast. The only practical difference between using a spell component pouch and using Eschew Materials is grappling situations - where the only spells you'll usually want to cast (Dimensino Door, Teleport, et cetera) don't require components anyway. It costs 5 gp to duplicate 90% or so of that class feature. It's a power boost to have it, but it's not a very big one (although the removal of expensive components later on is a little larger, most expensive components are cheap when you reach the level they're needed, and most Sorcerers avoid those spells anyway). Again, a minor boost. Per your house-rules, it's really hard to cast stealthily while invisible - you glow, and no magic can mask it - it's a pair of skill checks or soak damage. The flying spellcasting platform (not that your Sorcerers get Fly....) can be fairly easily spotted in a battle; a readied action to attack when the pretty light show arrives will get the caster. While this is mostly a good thing, it's still a reduction in character power for the caster. You've removed a lot of fairly staple spells. Just looking at Core.... Summon Monster of all varieties is missing (but oddly, the Planar Binding line remains, even though Gate has been removed... not that you can use the Planar Binding line, as the required Magic Circle isn't on his list). These are some of the more flexible of spells - it covers scouting, battle, and some utility (including, eventually, healing). Most divinations are gone. The only way for this Sorcerer to see around a corner is to walk around it. Likewise, he can't find someone if they're not right there. Many Low-level save or suck spells are missing - Sleep, Web, Glitterdust, and Slow, most notably. Sure, they're on the top tier of spells at their level... but this seriously cuts down on the in-game offensive potential of the class. All Polymorph spells are gone. Granted, they're the most broken spells in the game, so this isn't really a bad thing, but at the same time, it's still a pretty severe power reduction - especially as you haven't removed it from the Wizard. Many of the basic buff spells are gone - the entire animal attribute line, Haste, and Enlarge Person are notably missing. If this Sorcerer is facing off against something with strong SR, the player might as well take a nap - he can't really help his allies, might as well tell the DM to have his character retreat to somewhere safe while the player goes and does something else. All of the extra maneuverability spells are gone - no Fly, no Spider Climb, no Expedite Retreat. While he can maybe get up a wall with Levitate, that and walking along the ground are the limit of his maneuvering. If he faces a chasm, he has to go around. He doesn't even have Animate Rope. All of the resting spells are gone - no Alarm, no Rope Trick, no Tiny Hut, no Secure Shelter, no Magnificent Mansion. Your Sorcerer has to sleep in the open. The sum of all this is that you've seriously crimped his options - while not doing something similar to the Wizard, which is a stronger class to begin with. This is a really hefty cut in power for the Sorcerer. Or to put it another way, on your Wizard write-up, you list "No adventuring party is complete without one" - and it's quite correct - your Sorcerer can't keep up. Only sort of. While it generally leads to spell-spamming, that's not what it inherently is. I'm sure I'll have a look at it. [/QUOTE]
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The sorcerer as a unique class (with bloodlines - see post #1)
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