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General Tabletop Discussion
*Pathfinder & Starfinder
*Why* full round metamagic for socerers?
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<blockquote data-quote="Kerrick" data-source="post: 3251830" data-attributes="member: 4722"><p>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 <em>1</em> spell <em>every other level</em>. 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!</p><p></p><p>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 <em>they're not the same.</em> 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? </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Kerrick, post: 3251830, member: 4722"] 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 [i]1[/i] spell [i]every other level[/i]. 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 [i]they're not the same.[/i] 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. [/QUOTE]
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*Why* full round metamagic for socerers?
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