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Why does WotC hate innate casters?
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<blockquote data-quote="jgsugden" data-source="post: 1305358" data-attributes="member: 2629"><p>Spontaneous casting is a *huge* advantage. The difference between selecting spells when you wake up and selecting spells when you need them is so great that you need significant disadvantages to balance out the sorcerer's advantage. </p><p></p><p>The sorcerer has more flexibility to adjust to unexpected changes. If you run into a few young white dragons, you're not stuck with a cone of cold as your 5th level spell. You can just decide to toss out an empowered fireball instead. If you run into a silence field, you can just apply your silent spell feat to most of your spells on the spot. If your party finds a pile of magic items, you can cast a few identify spells on the spot instead of waiting a day to memorize the spell. If you find a second wizard locked door behind the first, you don't have to wait an extra day to memorize another knock spell.</p><p></p><p>The sorcerer has more spells to cast per day. He has far more when you consider that some of a wizards prepared spells will likely prove to be useless or less than optimal for a situation. I've played a sorcerer in a party with a wizard more than a few times since 3.0 came out. The wizard always runs out of useful spells far before I make a dent in my spells per day, even though I cast a lot of precombat spells (shield, bull's strength, etc ...) Not only can the sorcerer toss ou more fireballs in a day, but he can be protected by mage armor for longer periods, he can be invisible for more combats, etc ...</p><p></p><p>As a counter, sorcerers have three main disadvantages:</p><p></p><p>They can't quicken spells. This is a huge disadvantage, but the presence of non-core feats can remove it. </p><p></p><p>They learn spells slower. Being 1 level behind in gaining spells is often more of a hinderance to bragging rights than to power. A wizard gets to cast 1 or 2 disintegrates while you're stuck with cones of cold? You get more cones of cold than you know what to do with ... </p><p></p><p>They know fewer total spells. This is a major hinderance at first, but as time goes by and the sorcerer learns mroe and mroe spells, this hinderance disappears. By 10th to 12th level, a sorcerer can have spells under his belt to deal with almost any type of situation. In truth, there are only a few different things that spells do: incapacitate enemies, damage enemies, provide AC, provide other protections, movement/teleportation and utility spells. Being able to choose from different ways to incapacitate an enemy is nice (hold monster, otilue's reilient sphere, flesh to stone, etc ...), but you don't need all of them. 1 or 2 will usually get the job done.</p><p></p><p>The advantages balance with the disadvantages. That is why the sorcerer gets spells slower.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 1305358, member: 2629"] Spontaneous casting is a *huge* advantage. The difference between selecting spells when you wake up and selecting spells when you need them is so great that you need significant disadvantages to balance out the sorcerer's advantage. The sorcerer has more flexibility to adjust to unexpected changes. If you run into a few young white dragons, you're not stuck with a cone of cold as your 5th level spell. You can just decide to toss out an empowered fireball instead. If you run into a silence field, you can just apply your silent spell feat to most of your spells on the spot. If your party finds a pile of magic items, you can cast a few identify spells on the spot instead of waiting a day to memorize the spell. If you find a second wizard locked door behind the first, you don't have to wait an extra day to memorize another knock spell. The sorcerer has more spells to cast per day. He has far more when you consider that some of a wizards prepared spells will likely prove to be useless or less than optimal for a situation. I've played a sorcerer in a party with a wizard more than a few times since 3.0 came out. The wizard always runs out of useful spells far before I make a dent in my spells per day, even though I cast a lot of precombat spells (shield, bull's strength, etc ...) Not only can the sorcerer toss ou more fireballs in a day, but he can be protected by mage armor for longer periods, he can be invisible for more combats, etc ... As a counter, sorcerers have three main disadvantages: They can't quicken spells. This is a huge disadvantage, but the presence of non-core feats can remove it. They learn spells slower. Being 1 level behind in gaining spells is often more of a hinderance to bragging rights than to power. A wizard gets to cast 1 or 2 disintegrates while you're stuck with cones of cold? You get more cones of cold than you know what to do with ... They know fewer total spells. This is a major hinderance at first, but as time goes by and the sorcerer learns mroe and mroe spells, this hinderance disappears. By 10th to 12th level, a sorcerer can have spells under his belt to deal with almost any type of situation. In truth, there are only a few different things that spells do: incapacitate enemies, damage enemies, provide AC, provide other protections, movement/teleportation and utility spells. Being able to choose from different ways to incapacitate an enemy is nice (hold monster, otilue's reilient sphere, flesh to stone, etc ...), but you don't need all of them. 1 or 2 will usually get the job done. The advantages balance with the disadvantages. That is why the sorcerer gets spells slower. [/QUOTE]
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