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Unearthed Arcana: Wizards & Warlocks -- Hexblades, Raven Queens, and Lore Mastery!
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<blockquote data-quote="Leatherhead" data-source="post: 7708847" data-attributes="member: 53176"><p>I think that's a miss-characterization of how sorcerers actually play. Yes I know lots of people say that they are supposed to be "flexible". But really, sorcerers are basically a magical sledgehammer that overcomes via overwhelming force.</p><p></p><p> Or you could have a spell list that boasts Shocking Hands, Cone of Lightning, Overload, Melfs Electric Arrow, and Lightning Ray for the same effect. I maintain sorcerers need a wider spell selection and possibly an ability to ignore resistances. Spell Secrets could help with some of that, but it would also be partially wasted due to the same reason a sorcerer would want it, they don't stray that much from their elemental specialties unless they absolutely have to. In the end, that makes Spell Secrets a round peg in a square hole: it will technically pass, but to fill in the gaps at the corners for a perfect fit you still need something else. Also of note, it's just a two-level dip right now, and it works on every spell the Lore Master can cast, so if a sorcerer really wanted it, it's not out of reach.</p><p></p><p> I can see why that would be more palatable, but I think the current implementation is more in-tune with the narrative flow of the game and how the Lore Master would interact with it. That is to say the Lore Master sees a monster, the Lore Master recalls all of the monster lore they can, and then the Lore Master capitalizes on the knowledge that brings by fine tuning their spells against the monster. An additional limitation (such as a rest-recharge) wouldn't be out of the question, it is perhaps too potent when effectively at-will.</p></blockquote><p></p>
[QUOTE="Leatherhead, post: 7708847, member: 53176"] I think that's a miss-characterization of how sorcerers actually play. Yes I know lots of people say that they are supposed to be "flexible". But really, sorcerers are basically a magical sledgehammer that overcomes via overwhelming force. Or you could have a spell list that boasts Shocking Hands, Cone of Lightning, Overload, Melfs Electric Arrow, and Lightning Ray for the same effect. I maintain sorcerers need a wider spell selection and possibly an ability to ignore resistances. Spell Secrets could help with some of that, but it would also be partially wasted due to the same reason a sorcerer would want it, they don't stray that much from their elemental specialties unless they absolutely have to. In the end, that makes Spell Secrets a round peg in a square hole: it will technically pass, but to fill in the gaps at the corners for a perfect fit you still need something else. Also of note, it's just a two-level dip right now, and it works on every spell the Lore Master can cast, so if a sorcerer really wanted it, it's not out of reach. I can see why that would be more palatable, but I think the current implementation is more in-tune with the narrative flow of the game and how the Lore Master would interact with it. That is to say the Lore Master sees a monster, the Lore Master recalls all of the monster lore they can, and then the Lore Master capitalizes on the knowledge that brings by fine tuning their spells against the monster. An additional limitation (such as a rest-recharge) wouldn't be out of the question, it is perhaps too potent when effectively at-will. [/QUOTE]
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Unearthed Arcana: Wizards & Warlocks -- Hexblades, Raven Queens, and Lore Mastery!
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