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Venting on Sorcerer build
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<blockquote data-quote="Celebrim" data-source="post: 6570991" data-attributes="member: 4937"><p>Think of sorcerer's as being candidates for Professor Xavier's School for the gifted, only without the training.</p><p></p><p>They are mutants. They are born not quite completely human. They have uncanny powers that they barely understand. They were working on farm one day, or attending parties with other flighty useless nobles, or doing light labor in the back of their parents shop, then turned 16 and all of the sudden instead of and in addition to the the usual problems of young adults, they had lasers shooting out of their eyes, small glittering scales appeared on strange parts of their body, and their voice gets all spooky when they are experiencing emotion.</p><p></p><p>Since that time they've mostly been trying to figure out who they are. Why haven't they learned how to fight? Well, probably because most of them can melt you just by looking at you. Most classes describe someone who has spent their youth living differently, and is consequently more capable than the average person. The sorcerer's default presentation is someone who had a normal life, and suddenly finds out he was born different.</p><p></p><p>If you want a sorcerer with some mechanical crunch to their background beyond their time as a sorcerer, you need to multiclass or start in a different class and multiclass into sorcerer. D&D is not and has never been set up with the idea of you enter the game with a long career behind you. </p><p></p><p>I do concur with the sentiment however that the sorcerer spell list has become too focused. In 3e I tended to play a game with myself along the lines of, "If X superhero was a 8th level sorcerer, what spells would they have to represent their super powers?"</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6570991, member: 4937"] Think of sorcerer's as being candidates for Professor Xavier's School for the gifted, only without the training. They are mutants. They are born not quite completely human. They have uncanny powers that they barely understand. They were working on farm one day, or attending parties with other flighty useless nobles, or doing light labor in the back of their parents shop, then turned 16 and all of the sudden instead of and in addition to the the usual problems of young adults, they had lasers shooting out of their eyes, small glittering scales appeared on strange parts of their body, and their voice gets all spooky when they are experiencing emotion. Since that time they've mostly been trying to figure out who they are. Why haven't they learned how to fight? Well, probably because most of them can melt you just by looking at you. Most classes describe someone who has spent their youth living differently, and is consequently more capable than the average person. The sorcerer's default presentation is someone who had a normal life, and suddenly finds out he was born different. If you want a sorcerer with some mechanical crunch to their background beyond their time as a sorcerer, you need to multiclass or start in a different class and multiclass into sorcerer. D&D is not and has never been set up with the idea of you enter the game with a long career behind you. I do concur with the sentiment however that the sorcerer spell list has become too focused. In 3e I tended to play a game with myself along the lines of, "If X superhero was a 8th level sorcerer, what spells would they have to represent their super powers?" [/QUOTE]
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