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General Tabletop Discussion
*Dungeons & Dragons
What should a Sorcerer do?
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<blockquote data-quote="Mephista" data-source="post: 6610408" data-attributes="member: 6786252"><p>Not true. Wizards learn from experimentation, research, and the like. Experimentation is the only "doing" that's necessary for their learning. And, yes, they very much CAN lock themselves away in a tower and improve. Wizards are drawn to adventure to seek out lost tomes and knowledge. Ancient civilizations had secrets they want to unbury. But its more than possible to be a library lecturer and grow in experience. </p><p></p><p>Sorcerers don't have to knowing anything except what their experience and practice using magic tells them. They can function perfectly well with zero mystical knowledge. They can be completely blind, mute, and deaf, and yet still learn to use their magic from instinct and practice. Magic is like a muscle to Sorcerers. </p><p></p><p></p><p> No, you are stridently missing my point. Its immaterial if you don't have a problem. That suggests you're fine with things as they are. That you've settled and are willing to use it. So am I. I have no problem using that in play.</p><p></p><p>The question I'm bringing up is "Why should they? Is it thematically appropriate, or would it be more thematically appropriate to make it work another way?" Its a discussion on ways to improve the class. Can we tell better stories with the sorcerer by going another way instead? We don't need to have cantrips usable at will. Testing them was a good improvement. Trying new things that may work better is how we make better games.</p><p></p><p> Now it sounds like you're taking it personally. More like you're against questioning the status quo than anything.</p><p></p><p> Its based on discussions with developers as they designed the game and had feedback.</p><p>If its not appropriate for everyone, then shouldn't we be considering something that is?</p></blockquote><p></p>
[QUOTE="Mephista, post: 6610408, member: 6786252"] Not true. Wizards learn from experimentation, research, and the like. Experimentation is the only "doing" that's necessary for their learning. And, yes, they very much CAN lock themselves away in a tower and improve. Wizards are drawn to adventure to seek out lost tomes and knowledge. Ancient civilizations had secrets they want to unbury. But its more than possible to be a library lecturer and grow in experience. Sorcerers don't have to knowing anything except what their experience and practice using magic tells them. They can function perfectly well with zero mystical knowledge. They can be completely blind, mute, and deaf, and yet still learn to use their magic from instinct and practice. Magic is like a muscle to Sorcerers. No, you are stridently missing my point. Its immaterial if you don't have a problem. That suggests you're fine with things as they are. That you've settled and are willing to use it. So am I. I have no problem using that in play. The question I'm bringing up is "Why should they? Is it thematically appropriate, or would it be more thematically appropriate to make it work another way?" Its a discussion on ways to improve the class. Can we tell better stories with the sorcerer by going another way instead? We don't need to have cantrips usable at will. Testing them was a good improvement. Trying new things that may work better is how we make better games. Now it sounds like you're taking it personally. More like you're against questioning the status quo than anything. Its based on discussions with developers as they designed the game and had feedback. If its not appropriate for everyone, then shouldn't we be considering something that is? [/QUOTE]
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