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General Tabletop Discussion
*Dungeons & Dragons
Why do Sorcerers have so few spells compared to other full Casters
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<blockquote data-quote="Hawk Diesel" data-source="post: 6797996" data-attributes="member: 59848"><p>This is roughly equivalent to a bard in studded leather. It's not all that game breaking.</p><p></p><p></p><p></p><p>Before 10th level, you'll get off a quickened heightened spell maybe once unless you cannibalize your spell slots for more sorcery points, at which point you are really banking on not having to fight again before a long rest. Not to mention, the lack of spells known means that every spell you pick needs to be maximized to be combat effective or of extreme utility. Going for anything other than pure mechanical maximization puts you at disadvantage and punishes the player. There is no room to pick spells because they are cool or fun. And once you have those spells, you can't do anything about them until you gain a new spell known to swap one out.</p><p></p><p> </p><p></p><p>This is only a +3-5 to damage. Given that it only applies to spells that do damage of the same type as your dragon, it is far less useful than the equivalent wizard ability you mention. What if you don't want to pick those specific spells to maximize your damage? Once again, the sorcerer forces you to choose for maximizing and further limiting your spell choice and if you don't, you risk severely weakening your character. Character abilities should present options, not force a player to pigeon hole their character and punish them when they don't.</p><p></p><p></p><p></p><p>Abjurers at 14th level get resistance to all spells. Evokers get to straight up maximize a spell up to 5th level. Necromancers can see an undead enemy and say "Your mine now" and have a free slave until it dies or you want a new one. Transmuters get a free Raise Dead spell once per day, in addition to many other options. I'd say these are at least equivalent to the increased maneuverability of flight. Also, once again, you have to make sure you maximized your spell options to be long range or spam distant spell (using more sorcery points) to really see benefit </p><p></p><p> </p><p></p><p>Yes, but the DM always determines when you can use it, so it's utility is completely at the mercy of the DM.</p><p></p><p> </p><p></p><p>I'm not gonna get into multiclassing. I prefer to consider classes as they stand on their own.</p><p></p><p></p><p></p><p>The con save to maintain concentration is most often going to be 10 at those lower levels because the wizard is unlikely going to be taking more than 20 damage at a time (if they are taking that much damage, a concentration check to maintain a spell is the least of their worries). That means even with only a +1 modifier, they are gonna make that save more than 50% of the time, assuming they haven't invested a feat into warcaster.</p></blockquote><p></p>
[QUOTE="Hawk Diesel, post: 6797996, member: 59848"] This is roughly equivalent to a bard in studded leather. It's not all that game breaking. Before 10th level, you'll get off a quickened heightened spell maybe once unless you cannibalize your spell slots for more sorcery points, at which point you are really banking on not having to fight again before a long rest. Not to mention, the lack of spells known means that every spell you pick needs to be maximized to be combat effective or of extreme utility. Going for anything other than pure mechanical maximization puts you at disadvantage and punishes the player. There is no room to pick spells because they are cool or fun. And once you have those spells, you can't do anything about them until you gain a new spell known to swap one out. This is only a +3-5 to damage. Given that it only applies to spells that do damage of the same type as your dragon, it is far less useful than the equivalent wizard ability you mention. What if you don't want to pick those specific spells to maximize your damage? Once again, the sorcerer forces you to choose for maximizing and further limiting your spell choice and if you don't, you risk severely weakening your character. Character abilities should present options, not force a player to pigeon hole their character and punish them when they don't. Abjurers at 14th level get resistance to all spells. Evokers get to straight up maximize a spell up to 5th level. Necromancers can see an undead enemy and say "Your mine now" and have a free slave until it dies or you want a new one. Transmuters get a free Raise Dead spell once per day, in addition to many other options. I'd say these are at least equivalent to the increased maneuverability of flight. Also, once again, you have to make sure you maximized your spell options to be long range or spam distant spell (using more sorcery points) to really see benefit Yes, but the DM always determines when you can use it, so it's utility is completely at the mercy of the DM. I'm not gonna get into multiclassing. I prefer to consider classes as they stand on their own. The con save to maintain concentration is most often going to be 10 at those lower levels because the wizard is unlikely going to be taking more than 20 damage at a time (if they are taking that much damage, a concentration check to maintain a spell is the least of their worries). That means even with only a +1 modifier, they are gonna make that save more than 50% of the time, assuming they haven't invested a feat into warcaster. [/QUOTE]
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Why do Sorcerers have so few spells compared to other full Casters
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