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General Tabletop Discussion
*Dungeons & Dragons
The Time Warped for Sorcerers; Unleash the Paradoxes
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<blockquote data-quote="Guest 6801328" data-source="post: 7320115"><p>How many times before short/long rest?</p><p></p><p>Other, similar abilities from other classes tend to impose Disadvantage rather than making it an automatic miss. Just sayin'.</p><p></p><p></p><p></p><p>This is potentially cool and interesting. I can see why it would be useful to switch your initiative, but I think (maybe I'm missing something?) that its value is negated by costing you a whole action (plus three Sorcery points). What are the use cases you are thinking of? The most obvious one I'm thinking of is that you are at a low initiative count and if you can have a high initiative count on the next round that's roughly equivalent to getting two turns in quick succession. But the value of this is negated if it costs you your action, and you might still end up with a low initiative. </p><p></p><p>Maybe:</p><p>1) Make it a bonus action, so you can take your Action and then try to take your action again.</p><p>2) For each Sorcery point invested, roll 1d6 and add it to your current Initiative.</p><p></p><p></p><p></p><p>This one also needs specificity on how often it can be used. It could either be x times per short/long rest, or it could consume sorcery points or spell slots.</p><p></p><p></p><p></p><p></p><p>Flavor-wise I love this one, but it means that everybody...players & DM...have to always keep track of where everything was each round, and what resources (spells, HP, etc.) they are spending, just in case the Sorcerer decides to rewind time.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 7320115"] How many times before short/long rest? Other, similar abilities from other classes tend to impose Disadvantage rather than making it an automatic miss. Just sayin'. This is potentially cool and interesting. I can see why it would be useful to switch your initiative, but I think (maybe I'm missing something?) that its value is negated by costing you a whole action (plus three Sorcery points). What are the use cases you are thinking of? The most obvious one I'm thinking of is that you are at a low initiative count and if you can have a high initiative count on the next round that's roughly equivalent to getting two turns in quick succession. But the value of this is negated if it costs you your action, and you might still end up with a low initiative. Maybe: 1) Make it a bonus action, so you can take your Action and then try to take your action again. 2) For each Sorcery point invested, roll 1d6 and add it to your current Initiative. This one also needs specificity on how often it can be used. It could either be x times per short/long rest, or it could consume sorcery points or spell slots. Flavor-wise I love this one, but it means that everybody...players & DM...have to always keep track of where everything was each round, and what resources (spells, HP, etc.) they are spending, just in case the Sorcerer decides to rewind time. [/QUOTE]
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The Time Warped for Sorcerers; Unleash the Paradoxes
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