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Which UA Sorcerors do you like?
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<blockquote data-quote="Li Shenron" data-source="post: 7027291" data-attributes="member: 1465"><p>I like them all.</p><p></p><p><em>Shadow</em> and <em>Sea</em> are just awesome.</p><p></p><p>I get that <em>Phoenix</em> is disliked because "oh no, not the fire theme again..." but IMHO this is miles better than the typical design of fire-based spellcasters. Yes, fire isn't good at much else than damaging things, but at least here we got defensive damage and even some self-healing ability. Personally I would emphasize it even further, for example instead of immediately restoring the PC back to 1 hp, I'd introduce some delay (like 1d4 rounds) but then with a chance at getting a lot more than 1 mere HP. How about rolling all your HitDice at once, as if having rested?</p><p></p><p><em>Favored Soul</em> and <em>Stone</em> are great in concept, poor in implementation. Not that they are unbalanced or unplayable, but their features just aren't very inspired. </p><p></p><p>The <em>Favoured Soul </em>main feature is access to divine spells, everything else is bland bonuses that are justified vaguely by "my deity loves me, hence this bonus"; it needs more creativity and some brainstorming but at least 1-2 more unique and distinctive features would seriously improve this archetype.</p><p></p><p>The <em>Stone</em> sorcerer is such a missed opportunity... it's basically just a sorcerer with martial weapons and bonus damage. This is not useless per se, it could make for a low-complexity Sorcerer to suggest to newbies. But there is so much potential in the "Stone" theme that is not even scratched here, how about these ideas:</p><p></p><p>- controlling the ground > e.g. small earthquakes that make opponents fall prone, opening rifts in the soil, raising stone spikes to create difficult terrain</p><p>- stone-based transmutations > e.g. rock to mud to rock, changing an object into a different mineral material, AC boost by turning your skin into rock</p><p>- moving stone > e.g. telekinesis for improvised projectile attacks, opening passages into walls, create simple stone objects</p><p>- "friendly" stone > e.g. hiding inside or passing through solid rock, talking with rocks to gather information</p><p></p><p>There really are a lot of possibilities untapped...</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7027291, member: 1465"] I like them all. [I]Shadow[/I] and [I]Sea[/I] are just awesome. I get that [I]Phoenix[/I] is disliked because "oh no, not the fire theme again..." but IMHO this is miles better than the typical design of fire-based spellcasters. Yes, fire isn't good at much else than damaging things, but at least here we got defensive damage and even some self-healing ability. Personally I would emphasize it even further, for example instead of immediately restoring the PC back to 1 hp, I'd introduce some delay (like 1d4 rounds) but then with a chance at getting a lot more than 1 mere HP. How about rolling all your HitDice at once, as if having rested? [I]Favored Soul[/I] and [I]Stone[/I] are great in concept, poor in implementation. Not that they are unbalanced or unplayable, but their features just aren't very inspired. The [I]Favoured Soul [/I]main feature is access to divine spells, everything else is bland bonuses that are justified vaguely by "my deity loves me, hence this bonus"; it needs more creativity and some brainstorming but at least 1-2 more unique and distinctive features would seriously improve this archetype. The [I]Stone[/I] sorcerer is such a missed opportunity... it's basically just a sorcerer with martial weapons and bonus damage. This is not useless per se, it could make for a low-complexity Sorcerer to suggest to newbies. But there is so much potential in the "Stone" theme that is not even scratched here, how about these ideas: - controlling the ground > e.g. small earthquakes that make opponents fall prone, opening rifts in the soil, raising stone spikes to create difficult terrain - stone-based transmutations > e.g. rock to mud to rock, changing an object into a different mineral material, AC boost by turning your skin into rock - moving stone > e.g. telekinesis for improvised projectile attacks, opening passages into walls, create simple stone objects - "friendly" stone > e.g. hiding inside or passing through solid rock, talking with rocks to gather information There really are a lot of possibilities untapped... [/QUOTE]
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