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UA Spell Versatility: A deeper dive
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<blockquote data-quote="Chaosmancer" data-source="post: 7857582" data-attributes="member: 6801228"><p>Again, I really don't think your list demonstrates this very well. </p><p></p><p>I'm going to take Sunbeam, which you put on this list. </p><p></p><p>Sunbeam is <strong>death</strong> against certain undead and anything with sunlight sensitivity. 60 ft line with 6d8 damage, half on save and a Blind rider, which can be repeated every single turn. </p><p></p><p>I likely grab this spell... just in general. For every sorcerer. It is a repeatable action, good damage, can hit multiple targets. And at 6th level what are my competitive spells for damage at 6th level?</p><p></p><p>Disintergration -> More damage, but if it misses does nothing, and single action</p><p></p><p>Chain Lighting -> Little more damage, with save for half, but only a single action and hits 4 targets</p><p></p><p>For potentially nine levels, I get a single 6th level spell. Every time I get to learn a new spell after this is when I get a new spell level to fill. </p><p></p><p>Why would I not take Sunbeam which can extend that single slot into an entire encounter and define that encounter? </p><p></p><p>And this is the problem I am trying to explain. You can say the sorcerer will swap this spell in and out (depending on circumstances) but other than being a Storm or Blue Dragon sorcerer that focuses on lightning damage, I can't think of a single reason to not take sunbeam and to take one of these others instead. It is good enough that in terms of "I want a combat spell" there is only one choice, especially because <em>I only get one choice</em>.</p><p></p><p></p><p></p><p></p><p></p><p><strong><em><u>Spit take</u></em></strong></p><p></p><p><em>rereads section</em></p><p></p><p>Why in the world are we talking about reducing pain <strong>as a bad thing?</strong></p><p></p><p>I would think reading something and thinking "that makes this class less painful to play" would be celebrated. Especially since that pain <strong>drives you away</strong> from playing the class, and losing that pain makes you more likely to play it. By your own admission.</p><p></p><p>Why is that bad? I truly have no idea what to say to this.</p><p></p><p></p><p></p><p>I would say, in part, this is somewhat true for Sorcerers. There are lots of guides and discussions revolving around "I am playing X sorcerer, what spells should I take" and it is <strong>heavily </strong>regimented and discussed. More so that almost any other class, to the point where most people will even say that you should not play a sorcerer to do damage, because sorcerers who focus on control is easier to play well, and you should take these spells and avoid these other spells like the plague. </p><p></p><p>Yes, every class and build and spell list is analyzed, but I have never seen any other class given as few paths and choices as sorcerers get.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7857582, member: 6801228"] Again, I really don't think your list demonstrates this very well. I'm going to take Sunbeam, which you put on this list. Sunbeam is [B]death[/B] against certain undead and anything with sunlight sensitivity. 60 ft line with 6d8 damage, half on save and a Blind rider, which can be repeated every single turn. I likely grab this spell... just in general. For every sorcerer. It is a repeatable action, good damage, can hit multiple targets. And at 6th level what are my competitive spells for damage at 6th level? Disintergration -> More damage, but if it misses does nothing, and single action Chain Lighting -> Little more damage, with save for half, but only a single action and hits 4 targets For potentially nine levels, I get a single 6th level spell. Every time I get to learn a new spell after this is when I get a new spell level to fill. Why would I not take Sunbeam which can extend that single slot into an entire encounter and define that encounter? And this is the problem I am trying to explain. You can say the sorcerer will swap this spell in and out (depending on circumstances) but other than being a Storm or Blue Dragon sorcerer that focuses on lightning damage, I can't think of a single reason to not take sunbeam and to take one of these others instead. It is good enough that in terms of "I want a combat spell" there is only one choice, especially because [I]I only get one choice[/I]. [B][I][U]Spit take[/U][/I][/B] [I]rereads section[/I] Why in the world are we talking about reducing pain [B]as a bad thing?[/B] I would think reading something and thinking "that makes this class less painful to play" would be celebrated. Especially since that pain [B]drives you away[/B] from playing the class, and losing that pain makes you more likely to play it. By your own admission. Why is that bad? I truly have no idea what to say to this. I would say, in part, this is somewhat true for Sorcerers. There are lots of guides and discussions revolving around "I am playing X sorcerer, what spells should I take" and it is [B]heavily [/B]regimented and discussed. More so that almost any other class, to the point where most people will even say that you should not play a sorcerer to do damage, because sorcerers who focus on control is easier to play well, and you should take these spells and avoid these other spells like the plague. Yes, every class and build and spell list is analyzed, but I have never seen any other class given as few paths and choices as sorcerers get. [/QUOTE]
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