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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="famousringo" data-source="post: 6799677" data-attributes="member: 6792445"><p>Yeah, I think sufficiently buffed metamagic plus a couple of versatile spells unique to sorcerer (it really bugs me that sorcerer is the only caster without unique spells) would go a long way toward making the class more fun and distinct, while keeping limited SP and spell picks to balance the power.</p><p></p><p>As metamagic is now, everybody grabs the obvious power picks Twin and Quicken, then chooses two from Empowered, Subtle and Heightened. Extend, Distant and Careful are basically disregarded. When something doesn't sell, you lower the price, so I say give away the garbage metamagic for free. Sorcerers instantly become more flexible in those rare occasions when a spell just can't reach or a 20 minute buff might be nice. Power is constrained because a buff Extended is a buff that isn't Twinned, and it still costs that token SP.</p><p></p><p>I'd also like to see an element shifter metamagic ability. Pay an SP or two to convert one damage type to another. This lets a sorcerer get more mileage out of fewer blast spells by converting Fireballs into Acidballs, and again power is constrained because the sorcerer can have a Quickened Fireball or she can have an Acidball, but she can't make a Quickened Acidball. This would be a serious lifeline for dragon sorcerers who don't want to be red.</p><p></p><p>Basically, similar to how the wizard is a swiss army knife with a spell ready for whatever situation, the idea is that sorcerers should have enough metamagic to make their own spells relevant in whatever situation.</p></blockquote><p></p>
[QUOTE="famousringo, post: 6799677, member: 6792445"] Yeah, I think sufficiently buffed metamagic plus a couple of versatile spells unique to sorcerer (it really bugs me that sorcerer is the only caster without unique spells) would go a long way toward making the class more fun and distinct, while keeping limited SP and spell picks to balance the power. As metamagic is now, everybody grabs the obvious power picks Twin and Quicken, then chooses two from Empowered, Subtle and Heightened. Extend, Distant and Careful are basically disregarded. When something doesn't sell, you lower the price, so I say give away the garbage metamagic for free. Sorcerers instantly become more flexible in those rare occasions when a spell just can't reach or a 20 minute buff might be nice. Power is constrained because a buff Extended is a buff that isn't Twinned, and it still costs that token SP. I'd also like to see an element shifter metamagic ability. Pay an SP or two to convert one damage type to another. This lets a sorcerer get more mileage out of fewer blast spells by converting Fireballs into Acidballs, and again power is constrained because the sorcerer can have a Quickened Fireball or she can have an Acidball, but she can't make a Quickened Acidball. This would be a serious lifeline for dragon sorcerers who don't want to be red. Basically, similar to how the wizard is a swiss army knife with a spell ready for whatever situation, the idea is that sorcerers should have enough metamagic to make their own spells relevant in whatever situation. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
Why do Sorcerers have so few spells compared to other full Casters
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