*Why* full round metamagic for socerers?

Great. My incisive point (which was held up by being called to a 2hr meeting before I could post it) has now been aired by someone else!

FWIW I like the PHB2 option for sorcerers to ditch their familiar and get normal speed metamagic, and I like the feat introduced in Complete Mage which does something similar too.

Looks like people at WotC don't think that unhindered spontaneous casting by sorcerers is too awesome, does it?
 

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Plane Sailing said:
But I don't think that was part of their reasoning when they wrote the 3.0e rules.

Why not?

Because Haste at the time was super-duper-quicken that could be used by sorcerers and wizards equally to blast out double their number of powerful spells (no spell level adjustment required!).

In the face of that, the ability to add in a third spell in the round (of 1st or 2nd level) by expending a 5th or 6th level slot doesn't look especially impressive. Perhaps by 18th level it might be a worry, but limiting a sorcerer through their entire lifetime just because of a potential high level threat? I don't buy that.

The Haste argument only changes it from 2 per round to 3 per round.

It really does not address the spontaneous aspect of the discussion.

It is not 2 per round or 3 per round that WotC was concerned with, it was with 2 per round spontaneously.
 

Plane Sailing said:
Great. My incisive point (which was held up by being called to a 2hr meeting before I could post it) has now been aired by someone else!

FWIW I like the PHB2 option for sorcerers to ditch their familiar and get normal speed metamagic, and I like the feat introduced in Complete Mage which does something similar too.

Looks like people at WotC don't think that unhindered spontaneous casting by sorcerers is too awesome, does it?

It's potent but not deal breaking if it's given a limited number of uses per day. With this alternate ability the sorcerer gives up a little for the ability to toss off maximized and especially quickened spells a limited number of times a day.

In practice this limits the mid to high level sorcerer from being able to cast a quickened magic missle, scorching ray, or fireball each round along side his higher level spells.

Without this finite limit the sorceror tends to outclass the evoker specialist in high level combat as his innate flexibility (being able to decide to cast a quickened or heightened or maximized battle spell on the fly) plus his inherent advantage in slots at a given spell caster level tend to overwhelm the wizard. However the limited times per day even with quicken allows the sorceror to compete with the evoker at the higher levels on relatively even terms.
 

KarinsDad said:
No. I think the Sorcerer is the most potent core spell caster in the game system.

Spontaneous spell casting is huge. Spontaneous metamagic spell casting is even bigger.


I realize that I am in a minority with this opinion, but that's ok. :cool:

I agree with you. I've played both Wizards and Sorcerers extensively, and Sorcerers are far, far more powerful in most instances. Sorcerers not only get to cast and use metamagics spontaneously, they also get 50% more base spells per day than Wizards. Wizards not only get fewer spells, they end up wasting alot of those each day on spells that they end up not needing. I don't like the fact that Sorcerers don't get anything as they level up, but I don't have that opinion because I think they are weak. I just think they are too bland. Also, it gives them no reason not to get a prestige class.

As for the increase in casting time with metamagics, it's only fair. If you think that is bad, try playing a Wizard where you have to prepare the metamagic ahead of time. You want a silent dimension door? You have to prepare it that way, and if you end up not needing the silent spell, it was a waste. Sorcerers can apply metamagics based on the situation, rather than having to plan ahead for what might happen, making them much more adaptable and efficient. The full-round casting time is a small, small price to pay for that power, and if you really hate it that bad, there is a feat in Complete Mage that gets rid of it.
 

KarinsDad said:
It really has nothing to do with this. It has to do with preventing a Sorcerer from Spontaneously Quickening a spell every round.
Agreed.

Actions are the premium resource - nothing is as valuable. The mid level+ Sorcerer would increasingly overshadow if they were continually banging off 2 spells per round when they needed to.
 

Vuron said:
In practice this limits the mid to high level sorcerer from being able to cast a quickened magic missle, scorching ray, or fireball each round along side his higher level spells.

FWIW, if my sorcerer could do this (12th level), the main purpose would be to bring up some defensive magics at the same time as firing an offensive spell. The big problem in the early rounds of combat is typically this - do I 'waste time' defending myself with magic first, and then risk being always responding to the opponent, or do I go straight on the offensive and risk being taken out by a sucker punch? At least it often felt like that :)
 

It's potent but not deal breaking if it's given a limited number of uses per day. With this alternate ability the sorcerer gives up a little for the ability to toss off maximized and especially quickened spells a limited number of times a day.

In practice this limits the mid to high level sorcerer from being able to cast a quickened magic missle, scorching ray, or fireball each round along side his higher level spells.

I think what you folks are missing is the different roles sorcerers and wizards can have (and may have been intended to have). Sorcerers are blaster mages - they have a limited number of spell slots, which they usually fill with combat-type spells (offensive/defensive effects), with some few utility-type spells here and there to round out their arsenal. Wizards get a lesser number of spell slots, but can fill them with spell they want - offensive, defensive, utility, you name it, and can rotate them out on a daily basis, whereas the sorcerer's stuck with the spells he's got - he can change 1 spell every other level. Sorcerers can apply metamagic on the fly, which, yes, makes them far more poweful in combat situations with their evocation spells, but with their limited spell selection, the wizard becomes the party's technical expert - need to get that door open? No problem, I've got a knock spell! Want to see what the duke in the next city over is doing? Sure thing, scrying coming up!

Sorcerers and wizards should be like clerics and druids in terms of their roles - clerics deal with the gods; druids deal with nature. They're both divine casters; they cast some of the same spells; but they're not the same. I lay this fault squarely at the feet of the designers, who gave us the sorcerer without fully thinking through its concept ("Ooh, let's make an arcane caster class that can cast spells on the fly! And, and, they'll have dragon blood in their veins! Yeah, that's it!") and this crap they're trying to peddle about dragon blood or celestial blood or whatever just doesn't fly. Wizards get bonus feats, but sorcerers get.... a familiar. Whoopee. What sorcerer player wouldn't give up the familiar for normal metamagic, given the opportunity? Or take a PrC as soon as possible? How many alt sorcerers have we seen just on these boards alone, many of which grant sorcerers bonus metamagic feats?

Our group ditched the full-round metamagic rule years ago, and we've never seen a problem with it. Granted, we play in a high-power, high-magic game, so it might be different for medium-magic, but it doesn't really change the sorcerer's role in the party relative to the wizard's - the sorcerer doesn't suddenly gain the ability to cast more utility spells; he can just pump out damage faster.
 

Kerrick said:
I think what you folks are missing is the different roles sorcerers and wizards can have (and may have been intended to have). Sorcerers are blaster mages - they have a limited number of spell slots, which they usually fill with combat-type spells (offensive/defensive effects), with some few utility-type spells here and there to round out their arsenal.
Most Wizards fill out their spell slots with offensive/defensive spell effects too. Sure, they'll carry staple utility and Combat Control spells, but depending on the campaign, the Wizard will mostly focus on combat in one form or another, just as most Sorcerers.

Of course, the Sorcerer only needs to fill 4-6 spells known and one feat for offensive type spells:
Heighten Spell
One good Reflex spell (E.g., Resilient Sphere)
One good Fort spell (E.g., Flesh to Stone)
One good Will spell (E.g., Charm Monster)
One good no-save spell (E.g., Scorching Ray)
One good no SR spell (E.g., Black Tentacles)
One good spell with persistent effects (E.g., Web)
And note that some spells can overlap - Black Tentacles has no save, no SR, and has Persistent effects.
With a little work, you can get all of those in with just five or six of your spells known. And you can cast them every battle, if need be.

In terms of Combat Control, the Sorcerer only needs one or two to be a master at it, simply because he can spam it out as needed (Wall of Stone/Iron/Force/Ice/Prismatic Wall, to taste and area).

Defensively, the Sorcerer needs to know:
One good long-running spell (e.g., Mage Armor)
One good avoidence spell (e.g., Fly, Invisibility)
One good grapple-enabled retreat spell (e.g., Dimension Door, Teleport).

A couple of decent debuff spells.

A couple decent buff spells (e.g., Protection From Energy, Enlarge Person, Haste, Greater Invisibility; Polymorph, but that's dripping with cheese)

Outside of combat, many of the combat selected spells are still useful - Charm Monster, Fly, Invisibility, Dimension Door, Teleport, Wall of Ice/Iron/Stone (and Polymorph, but that's dripping with cheese) can all be very useful in getting past assorted non-combat challenges. Especially when you can spam them to everyone in the party. Need across a chasm? Four Fly spells, or just Dimension Door everyone across, or Polymorph everyone into something that can fly (cheesy), or build a bridge from a Wall. Door in your way? Well, Acid Arrow will get through a lock. Guard in your way? Charm Monster. And so on.

After picking up a good assortment of the above, there's still room on a reasonably leveled Sorcerer to specialize in something. Planar Binding, maybe. Shadow magic. The not-worth-most actions Evocations.

Of course, if you pick up Limited Wish, and have enough sources handy, Magic-Psionics Transparency will will the Sorcerer trade a 7th level spell slot and 300 XP for switching the last six levels worth of spell, skill, and feat selections......
Kerrick said:
Wizards get a lesser number of spell slots, but can fill them with spell they want - offensive, defensive, utility, you name it, and can rotate them out on a daily basis, whereas the sorcerer's stuck with the spells he's got - he can change 1 spell every other level. Sorcerers can apply metamagic on the fly, which, yes, makes them far more poweful in combat situations with their evocation spells, but with their limited spell selection, the wizard becomes the party's technical expert - need to get that door open? No problem, I've got a knock spell! Want to see what the duke in the next city over is doing? Sure thing, scrying coming up!
Sorcerer doesn't need Scrying. The Cleric gets it for free; and can use it cheaper, too (100 gp focus vs. 1,000 gp focus).
Kerrick said:
Sorcerers and wizards should be like clerics and druids in terms of their roles - clerics deal with the gods; druids deal with nature. They're both divine casters; they cast some of the same spells; but they're not the same. I lay this fault squarely at the feet of the designers, who gave us the sorcerer without fully thinking through its concept ("Ooh, let's make an arcane caster class that can cast spells on the fly! And, and, they'll have dragon blood in their veins! Yeah, that's it!") and this crap they're trying to peddle about dragon blood or celestial blood or whatever just doesn't fly. Wizards get bonus feats, but sorcerers get.... a familiar. Whoopee. What sorcerer player wouldn't give up the familiar for normal metamagic, given the opportunity? Or take a PrC as soon as possible? How many alt sorcerers have we seen just on these boards alone, many of which grant sorcerers bonus metamagic feats?
No lo contandre.
 

Just take the Metamgic Specialist option out of Complete Mage

Give up you familiar to apply a metamagic feat without increasing the casting time.

More than a fair trade off to me.
 

Plane Sailing said:
FWIW, if my sorcerer could do this (12th level), the main purpose would be to bring up some defensive magics at the same time as firing an offensive spell. The big problem in the early rounds of combat is typically this - do I 'waste time' defending myself with magic first, and then risk being always responding to the opponent, or do I go straight on the offensive and risk being taken out by a sucker punch? At least it often felt like that :)
Yes we have this experience too.

Otoh, terrain and mobility seem to be the partial answer.

It would be very interesting to hear the experiences from one of the playtesters who saw a quicken sorcerer in action.
 

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