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*Pathfinder & Starfinder
Variant Class - Bloodline Sorcerer (comments welcome)
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<blockquote data-quote="Khaalis" data-source="post: 1574898" data-attributes="member: 2167"><p>I too have noticed a sever lack of House Rule support of late. It was quite a shock going form 4 threads with hundreds of replies on my Sorcerer build to what the boards are currently producing. My subsequent Atan and Duelist threads received less than a dozen responses between the 2 threads. It appears that this board is on the decline, or all of the hard core house rulers have left.</p><p></p><p></p><p></p><p></p><p>I still use 1 as an automatic failure and 20 automatic success. It just adds that more cinematic ‘flair’ to the game. I guess my personal beef with the WoT system is that need to roll so much for one action. I prefer a more streamlined system for action such as casting. I don’t want to have to roll a skill check, then have to reference a table to see if I need to roll another die roll and then consult another table to see if I lose my magic, etc. Its too much like bad memories from I.C.E.-RoleMaster. What I ‘would’ do for the fun of it, is on a critical botch use a Wild Surge (but that’s just the evil DM side of me). For tis aspect – use what you feel works best for you. If you like the WoT system – by all means use it. You know what your players will abide.</p><p></p><p></p><p></p><p>I don’t know anything about the Iron Kingoms so I cant answer much on that. I’m an FR/Homebrew fanboy. As for the UA Bloolines, I have to admit that it is the one section I was the most disappointed in. I really don’t like them. I don’t really like the mechanic for them, and I don’t like the way they are implemented. In 90% of the cases, the abilities gained are not worth the level expenditures. The other part that is broken, is that they are not even LA’s, and thus cant even be bought off with the rules presented in the UA for LA buyoff. JMHO but the thought on the unified build was nice, but the implementation of the abilities sucked.</p><p></p><p></p><p></p><p>I was told quite often in my threads that by the time a Sorcerer is 16th level, gaining a bonus 2nd level spell, even as a spell-like ability, is basically too weak to be any incentive. If it is purely for flavor that is one thing, but the problem inherent in the sorcerer is that it needs incentive to remain in the class past the first 5-9 levels (whereupon 90% of players MC into a PrC). If you only want the abilities as flavor that’s great, but if you want to add some ‘balance incentive’ to remain in the class post 10th level, I would change this to a 3rd level spell since most of the decent spells of the game are 3rd and 4th level.</p><p></p><p></p><p></p><p>That’s fine to use the basic build if it works for you. Again this falls to the question of flavor or incentive not to PrC out of the class. This is why in my version, the only thing we could agree on was the equivalent to the Monk’s “Perfect Self” – the transformation of ‘Type’. Anything else was too weak to be any incentive to remain in the class. Even with that ability however, I have found that in most cases the powers I have given the class STILL are not enough incentive to not PrC out of the class. When most PrC’s offer spell progression AND class abilities each level, the core class cannot equal that kind of gain. Even those players deeply attached to the bloodline tend to Drop after receiving the 1st and/or second bloodline gift (8th or 14th). So, again, this really has to be your choice for the feel of the class. However, I would say to take the Wilder into account for balance. The more I look at this class, the more it strikes me as being what the Sorcerer should have been, though the Sorcerer still has more flexibility in its magic than the Wilder has in psionics. I do however plan to use the model for another base 20 level spell-caster class soon.</p><p></p><p></p><p></p><p>I don’t have the FR books handy but the Spellfire rules are potentially unbalanced if implemented wrong. It depends on how much control the DM puts on them. For example if you don’t give them a lot of opportunity to feed the fire, etc. However, the Spellfire Wielder really is a class unto itself and not something that should be applied to the Sorcerer. I thought about it too, the wielding of raw magic, but they really are two different concepts. The sorcerer is more akin to a Super Hero. They “develop” magical ‘powers’ that are innate. In fact my first version of the sorcerer actually changed the system from spells to Spell-Like Abilities, but many felt it was too powerful considering the lack of components. </p><p></p><p>Let me know what you decide to use, I will be interested to see it.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 1574898, member: 2167"] I too have noticed a sever lack of House Rule support of late. It was quite a shock going form 4 threads with hundreds of replies on my Sorcerer build to what the boards are currently producing. My subsequent Atan and Duelist threads received less than a dozen responses between the 2 threads. It appears that this board is on the decline, or all of the hard core house rulers have left. I still use 1 as an automatic failure and 20 automatic success. It just adds that more cinematic ‘flair’ to the game. I guess my personal beef with the WoT system is that need to roll so much for one action. I prefer a more streamlined system for action such as casting. I don’t want to have to roll a skill check, then have to reference a table to see if I need to roll another die roll and then consult another table to see if I lose my magic, etc. Its too much like bad memories from I.C.E.-RoleMaster. What I ‘would’ do for the fun of it, is on a critical botch use a Wild Surge (but that’s just the evil DM side of me). For tis aspect – use what you feel works best for you. If you like the WoT system – by all means use it. You know what your players will abide. I don’t know anything about the Iron Kingoms so I cant answer much on that. I’m an FR/Homebrew fanboy. As for the UA Bloolines, I have to admit that it is the one section I was the most disappointed in. I really don’t like them. I don’t really like the mechanic for them, and I don’t like the way they are implemented. In 90% of the cases, the abilities gained are not worth the level expenditures. The other part that is broken, is that they are not even LA’s, and thus cant even be bought off with the rules presented in the UA for LA buyoff. JMHO but the thought on the unified build was nice, but the implementation of the abilities sucked. I was told quite often in my threads that by the time a Sorcerer is 16th level, gaining a bonus 2nd level spell, even as a spell-like ability, is basically too weak to be any incentive. If it is purely for flavor that is one thing, but the problem inherent in the sorcerer is that it needs incentive to remain in the class past the first 5-9 levels (whereupon 90% of players MC into a PrC). If you only want the abilities as flavor that’s great, but if you want to add some ‘balance incentive’ to remain in the class post 10th level, I would change this to a 3rd level spell since most of the decent spells of the game are 3rd and 4th level. That’s fine to use the basic build if it works for you. Again this falls to the question of flavor or incentive not to PrC out of the class. This is why in my version, the only thing we could agree on was the equivalent to the Monk’s “Perfect Self” – the transformation of ‘Type’. Anything else was too weak to be any incentive to remain in the class. Even with that ability however, I have found that in most cases the powers I have given the class STILL are not enough incentive to not PrC out of the class. When most PrC’s offer spell progression AND class abilities each level, the core class cannot equal that kind of gain. Even those players deeply attached to the bloodline tend to Drop after receiving the 1st and/or second bloodline gift (8th or 14th). So, again, this really has to be your choice for the feel of the class. However, I would say to take the Wilder into account for balance. The more I look at this class, the more it strikes me as being what the Sorcerer should have been, though the Sorcerer still has more flexibility in its magic than the Wilder has in psionics. I do however plan to use the model for another base 20 level spell-caster class soon. I don’t have the FR books handy but the Spellfire rules are potentially unbalanced if implemented wrong. It depends on how much control the DM puts on them. For example if you don’t give them a lot of opportunity to feed the fire, etc. However, the Spellfire Wielder really is a class unto itself and not something that should be applied to the Sorcerer. I thought about it too, the wielding of raw magic, but they really are two different concepts. The sorcerer is more akin to a Super Hero. They “develop” magical ‘powers’ that are innate. In fact my first version of the sorcerer actually changed the system from spells to Spell-Like Abilities, but many felt it was too powerful considering the lack of components. Let me know what you decide to use, I will be interested to see it. [/QUOTE]
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