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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: 4096730" data-attributes="member: 29252"><p>Spells Known, but that's a minor nitpick; most full spellcasters have the potential to know every spell on their class list. The Sorcerer can cast any spell he knows whenever, but he's got a sharply limited spells known list. Think of it as a trade off - trades being able to potentially cast anything for being able to cast anything known at any time.</p><p></p><p>Yes, and Sor/Wiz spells account for around 300 or so. It's not particularly more difficult than it is for the PHB Sorcerer. </p><p></p><p>Plus, you're not stifling the player's creativity. Lets them make up their own bloodline if they want.</p><p></p><p>Hmm.... so we require this class to rely on NPC's, where every other spellcasting class in the game can learn their spells without NPC's? That kinda removes the "self taught" archetype, doesn't it? Just limit gaining new spells known to when the character levels, and don't worry about the requirements. If you're using the "training" campaign variant, everyone needs someone. If you're not, nobody does. It's generally a good idea to put most people on roughly equal footing for that sort of thing.</p><p></p><p>Ah.</p><p></p><p>Okay, and now if there's a Wizard in the party (or the Sorcerer picks up a Cohort), too, over the course of a week, the Sorcerer can completely swap out his spells known at his top three tiers of spells. He's having his cake, and eating it, too (much like a UA spell-points Wizard, although not quite as much). </p><p></p><p>Was referring to another character in the party, not a multiclass character. Multiclassing with multiple primary spellcasting classes isn't something an optimizer does.</p><p></p><p>Quite honestly, for something you can only do once per round as a full-round action, even 2d6+Class Level isn't broken (except, perhaps, at 1st or 2nd level). Just make it scale exactly like the Warlock's Eldritch Blast ability, or just give them a free reserve feat (which scales based on highest available applicable spell) and Heighten Spell. Doesn't really matter, because except for endurance runs, or out of combat applications (e.g., burning down a door when there's no rush) it's not going to see much use (although that Polymorph reserve feat is sweet for a Gish - character level temp HP with a swift action really helps against hordes of mooks, and extends endurance in slugfests against single opponents).</p><p></p><p>It varies. 5 level PrC's pretty much always give 10+Class Level + Ability modifier; 10 level PrC's sometimes do class level, sometimes 1/2 class level, occasionally 1/2 character level (but this is less common); basically everything else is 10 + 1/2 class level + ability mod (primary exception being Bardic Music, which sets the DC based on a skill check).</p><p></p><p>I skip caffeine on Saturdays; I was tired. Now that you mention it, though, is this intended as a replacement for spell level costs, or in addition to? If it's a replacement, it makes some sense (Sorcerer zaps out an Empowered Fireball at 6th level, but soaks 12 points of damage in the process); if it's in addition to, it's probably a bad idea (why, exactly, should the Sorcerer pay through the nose for something everyone else gets for free?).</p></blockquote><p></p>
[QUOTE="Jack Simth, post: 4096730, member: 29252"] Spells Known, but that's a minor nitpick; most full spellcasters have the potential to know every spell on their class list. The Sorcerer can cast any spell he knows whenever, but he's got a sharply limited spells known list. Think of it as a trade off - trades being able to potentially cast anything for being able to cast anything known at any time. Yes, and Sor/Wiz spells account for around 300 or so. It's not particularly more difficult than it is for the PHB Sorcerer. Plus, you're not stifling the player's creativity. Lets them make up their own bloodline if they want. Hmm.... so we require this class to rely on NPC's, where every other spellcasting class in the game can learn their spells without NPC's? That kinda removes the "self taught" archetype, doesn't it? Just limit gaining new spells known to when the character levels, and don't worry about the requirements. If you're using the "training" campaign variant, everyone needs someone. If you're not, nobody does. It's generally a good idea to put most people on roughly equal footing for that sort of thing. Ah. Okay, and now if there's a Wizard in the party (or the Sorcerer picks up a Cohort), too, over the course of a week, the Sorcerer can completely swap out his spells known at his top three tiers of spells. He's having his cake, and eating it, too (much like a UA spell-points Wizard, although not quite as much). Was referring to another character in the party, not a multiclass character. Multiclassing with multiple primary spellcasting classes isn't something an optimizer does. Quite honestly, for something you can only do once per round as a full-round action, even 2d6+Class Level isn't broken (except, perhaps, at 1st or 2nd level). Just make it scale exactly like the Warlock's Eldritch Blast ability, or just give them a free reserve feat (which scales based on highest available applicable spell) and Heighten Spell. Doesn't really matter, because except for endurance runs, or out of combat applications (e.g., burning down a door when there's no rush) it's not going to see much use (although that Polymorph reserve feat is sweet for a Gish - character level temp HP with a swift action really helps against hordes of mooks, and extends endurance in slugfests against single opponents). It varies. 5 level PrC's pretty much always give 10+Class Level + Ability modifier; 10 level PrC's sometimes do class level, sometimes 1/2 class level, occasionally 1/2 character level (but this is less common); basically everything else is 10 + 1/2 class level + ability mod (primary exception being Bardic Music, which sets the DC based on a skill check). I skip caffeine on Saturdays; I was tired. Now that you mention it, though, is this intended as a replacement for spell level costs, or in addition to? If it's a replacement, it makes some sense (Sorcerer zaps out an Empowered Fireball at 6th level, but soaks 12 points of damage in the process); if it's in addition to, it's probably a bad idea (why, exactly, should the Sorcerer pay through the nose for something everyone else gets for free?). [/QUOTE]
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