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General Tabletop Discussion
*Dungeons & Dragons
The Sorcerer's Spells OR Do we want another magic class?
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<blockquote data-quote="Li Shenron" data-source="post: 6741233" data-attributes="member: 1465"><p>Yes, although my current idea is to try and implement that as a Sorcerer subclass, instead of a whole new class.</p><p></p><p>Not sure which of the two requires more design work. Starting from scratch might be easier, but then you have to balance the class at each level against the rest of the game. Perhaps you also need to find another narrative niche for that, meaning that the Sorcerer's narrative concept will be squeezed further between the Wizard and the new class.</p><p></p><p>So I'd prefer if they try that as a subclass. Basically it means that only <em>partially</em> you will be able to cast raw magic. As a Sorcerer subclass, you still cast your spells normally, and this "raw magic" would be in addition. It might be then easier to balance it, when it is limited to being only an addition. And we could re-use the spell points mechanic as a mana system, with no need for another mechanic. This subclass could be such that it gains some of those flexible "raw powers" (from a list), and pay with spell points when using them.</p><p></p><p>Narratively (i.e. concept-wise) we could still see the Sorcerer as the one who has in-born magic, although normally still capable only to manifest it in a few specific and regimented forms (i.e. spells) with some degree of flexibility (i.e. metamagic); some Sorcerers (the "raw mage" subclass) learn to go further (or "to go backwards") and break down the spells into their elements, and from there create new effects or combinations.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6741233, member: 1465"] Yes, although my current idea is to try and implement that as a Sorcerer subclass, instead of a whole new class. Not sure which of the two requires more design work. Starting from scratch might be easier, but then you have to balance the class at each level against the rest of the game. Perhaps you also need to find another narrative niche for that, meaning that the Sorcerer's narrative concept will be squeezed further between the Wizard and the new class. So I'd prefer if they try that as a subclass. Basically it means that only [I]partially[/I] you will be able to cast raw magic. As a Sorcerer subclass, you still cast your spells normally, and this "raw magic" would be in addition. It might be then easier to balance it, when it is limited to being only an addition. And we could re-use the spell points mechanic as a mana system, with no need for another mechanic. This subclass could be such that it gains some of those flexible "raw powers" (from a list), and pay with spell points when using them. Narratively (i.e. concept-wise) we could still see the Sorcerer as the one who has in-born magic, although normally still capable only to manifest it in a few specific and regimented forms (i.e. spells) with some degree of flexibility (i.e. metamagic); some Sorcerers (the "raw mage" subclass) learn to go further (or "to go backwards") and break down the spells into their elements, and from there create new effects or combinations. [/QUOTE]
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Community
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The Sorcerer's Spells OR Do we want another magic class?
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