Why I Hate Sorcerors

Sixchan said:


I'm not sure about the Wizard having spontaneous casting as an option, but I agree that Sorcerors aren't much of a class without some charisma class skills. Perhaps some new ones, or having some magical skills as charisma skills for them...

Just sprinkle in charisma skills? Would that really make the class seem all that different? I think the power of the sorceror is balanced with wizard, but I agree with the lack of style difference.

Here are the specifics I would try.

Besides d6 HD, several skills (bluff, sense motive, diplomancy, intimidate, maybe others) and a few more skill points, I would completely change the spell casting of the sorceror.

I am not sure what it would look like, but I think I would have several "themes" to choose from. These themes would be similar to cleric domains, as a list of spells and one given power. A sorc would then choose 1, 2 or 3 when they start. I think SPD would be similar, but the spell selection would be very narrow. If you ensure that these spells are significantly generic and useful, a person can get good use out of them. When they can't, they would have to rely on those skills they have gained.

This would allow PrCs that focus on different aspects of the class. Elemental for fire, earth, water, air themes. Access to shapechanger PrC for that kind of theme. An "advanced caster" PrC that would allow a person to gain more spells known and act like the sorceror we have now. All the while you keep the spontanous casting that is the trademark of the class.

Honestly, I think some of the third party shaman classes would be a simpler option.
 

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LokiDR said:


Just sprinkle in charisma skills? Would that really make the class seem all that different?
No, but it's a start, at least.
I think the power of the sorceror is balanced with wizard, but I agree with the lack of style difference.

Here are the specifics I would try.

Besides d6 HD, several skills (bluff, sense motive, diplomancy, intimidate, maybe others) and a few more skill points, I would completely change the spell casting of the sorceror.

I am not sure what it would look like, but I think I would have several "themes" to choose from. These themes would be similar to cleric domains, as a list of spells and one given power. A sorc would then choose 1, 2 or 3 when they start. I think SPD would be similar, but the spell selection would be very narrow. If you ensure that these spells are significantly generic and useful, a person can get good use out of them. When they can't, they would have to rely on those skills they have gained.

This would allow PrCs that focus on different aspects of the class. Elemental for fire, earth, water, air themes. Access to shapechanger PrC for that kind of theme. An "advanced caster" PrC that would allow a person to gain more spells known and act like the sorceror we have now. All the while you keep the spontanous casting that is the trademark of the class.

Honestly, I think some of the third party shaman classes would be a simpler option.

Themes along the lines of Cleric domains sounds good. Tere've been Sorceror Bloodline feats in the HR forum, so you could use them combined with other powers...
 

bmcdaniel said:

In sum, the rules logic push sorcerors very far away from their supposed flavor, and turn them, nearly uniformly, into energy-blasting artillery. That's why I hate sorcerors.

Power gamers always push classes away from their supposed flavors it seems to me. If you role play though you dont do that. You can still pick lower level spells and use them cleverly I think.
 

Just to play devil's advocate about the themed sorcs:


Lack of versatility seems to be the biggest problem detractors of the sorcerer seem to have. Doesn't making the class even more specialized seem to be taking the class in the wrong direction?
 

<<Just to play devil's advocate about the themed sorcs:


Lack of versatility seems to be the biggest problem detractors of the sorcerer seem to have. Doesn't making the class even more specialized seem to be taking the class in the wrong direction?>>

Fair enough observation, but I would readily sacrifice versatility for style/cool. My personal dislike about the current setup is the exact duplication of spells (but fewer), fewer feats, few useful/affordable skills, etc. I don't have to have a set of skills or spells to define a fun character, but they do help.

Something like the domains sounds pretty good. I was actually considering some sort of incentive to sorcerors/wizards for specializing in a common theme. Sort of like an Elemental Control (for those who've played Champions or Hero System).

On a related note, I will be paring down the cleric's available spells based on diety in my next campaign. God of love providing his/her followers with Death Knell bothers me - as does the rampant acquisition of divine spells.

Style is important for my enjoyment of the game.
 

ConcreteBuddha said:
Just to play devil's advocate about the themed sorcs:


Lack of versatility seems to be the biggest problem detractors of the sorcerer seem to have. Doesn't making the class even more specialized seem to be taking the class in the wrong direction?

I had thought about that. You could just increase the number of spells per theme to 2 or 3 or even 4 per level.

But right now, a person picks the spells for their sorceror, so there will be a bias tword those spells we all think are "best", magic missle for example, and stay away from interesting but less useful spells like colorspray. Then domains could be constructed so that person can't get all the "best" spells at each level because they will be spread accross several "themes", too many for one sorceror to take.

Also, this would allow for spells to be created with various different applications. For example, a second level spell that creates a floating torch flame, directed at will, for a decently long duration that can be used to attack. A good distraction, a weapon, and nice utility. It fits a fire theme nicely, but seems to be a bit too nice for a second level wizard spell.

The sorceror, then, is all about how they can use it, rather than using a different spell. That seems to be one of the aspects of the class that many like now.
 

The sorcerer CLASS is a generic one. Like the fighter it models a very simple design with little presupposition.

Like the fighter class, the flavor is supposed to come from the players. Like the fighter it comes to you in the definition of the character's personality, in his feats, in his skills, in his spell selection and finally in how he acts and reacts and plays.

While the net is rife with ultimate sorcerer spell list and homogenized sorcerer mega-min-maxes types, i have not seen these "all the same" sorcerers in play. i have had one under me as a PC for 12 levels, played one of my own, and see three others in local play.

Not one of the five was anything like the others.

Each one had different skill choices and different feat choices and different spell choices. Each had distinct personality and brought different abilities to the party and left different gaps for others to fill in.

As far as i can tell, these cookie cutter sorcerers are an artifact of internet discussion boards and not an in play common event.

The fact that the class does not provide you with flavor for your character... let me repeat that... doesn't make presupposed decisions about YOUR CHARACTER... is not to me a CLASS flaw in need of correcting.
 

LokiDR said:


Just sprinkle in charisma skills? Would that really make the class seem all that different? I think the power of the sorceror is balanced with wizard, but I agree with the lack of style difference.

Here are the specifics I would try.

Besides d6 HD, several skills (bluff, sense motive, diplomancy, intimidate, maybe others) and a few more skill points, I would completely change the spell casting of the sorceror.

Here's another idea: give them Use Magic Device, -and- limit thier Spell Completion (etc) items to only what they actually know (they have to UMD for anything else).

UMD is a charisma-modified skill, and to an extent, "attuning yourself to the magic item" seems VERY fitting for a Sorceror. After all, bards can (and use magic in a similar fashion). ROGUES can, and they don't even cast spells.

That would make the Sorceror, IMO, markedly different from the Wizard.

I also think they need their own spell list, and -not- just a tweak of the Wizard list; I like the idea of Domain-like benefits for a "specialist sorceror" ... but there should also be a "generalist" type. Just like there are specialised wizards ... and nonspecialised wizards.
 

Petrosian said:
The sorcerer CLASS is a generic one. Like the fighter it models a very simple design with little presupposition.

There is no other fighting base class that chooses feats as they progress. Sorceror and Wizard share the same list.

Like the fighter class, the flavor is supposed to come from the players. Like the fighter it comes to you in the definition of the character's personality, in his feats, in his skills, in his spell selection and finally in how he acts and reacts and plays.
A fighter defined by different skills? Not without cosmopolitan, multiclassing or cross class skills. What differentiates a sorcer from a wizard? Same spells. The sorc throws a few more, the wiz knows a few more. You expect the same sorts of things from them both. At least wizards have specialization to differentiate between them.

While the net is rife with ultimate sorcerer spell list and homogenized sorcerer mega-min-maxes types, i have not seen these "all the same" sorcerers in play. i have had one under me as a PC for 12 levels, played one of my own, and see three others in local play.
A smart players will make smart decisions. Spells like sleep just wont show up, unless the player enjoys problems later. Admit it, some spells are better than others, and those will show up all too often. There should be a way for a sorceror to choose other spells without slapping themselves in the forehead later, saying "I wish I hadn't taken that".

Not one of the five was anything like the others.
How could you tell they weren't wizards?

Each one had different skill choices and different feat choices and different spell choices. Each had distinct personality and brought different abilities to the party and left different gaps for others to fill in.
This is not a question of every sorceror being the same, but a question of sorceror not being very different from wizard. Good players can always make up for bad classes and still have fun.

As far as i can tell, these cookie cutter sorcerers are an artifact of internet discussion boards and not an in play common event.
False. See TaB, sorcerors and picking spells.

The fact that the class does not provide you with flavor for your character... let me repeat that... doesn't make presupposed decisions about YOUR CHARACTER... is not to me a CLASS flaw in need of correcting.
Compare druid and cleric. Very similar classes, both full spellcasters. They are not often confused for one another. What can a person notice over a short time to tell them that a character is a sorceror vs a wizard. That is the style issue.
 

LokiDR said:
There is no other fighting base class that chooses feats as they progress. Sorceror and Wizard share the same list.

I won't argue that this is, indeed, a flaw. I have added "fully revise and seperate the Sorceror spell list" to my to-do list for my House Rules project (which just keeps growing, and growing, and growing *cue energizer bunny's fat cousin* ...)

A fighter defined by different skills? Not without cosmopolitan, multiclassing or cross class skills.

Not needfully -- though the Fighter, of all the classes, can most AFFORD side-issue feats like Cosmopolitan.

Maybe one fighter is a mounted warrior (ride skill, animal handling skill, mounted combat feats). Maybe another is a dedicated archer (craft: bowyer/fletcher, archery feats). Yet another might be the son of a peasant farmer, thrust into an adventurer's life when his edge-of-the-wilderness home is burned to the ground by a goblinoid invasion (profession: farmer, a touch of wilderness lore, maybe the Track feat (his village was on the edge of "the Great Forest" and most folks did a little hunting to supplement their diets) ... and focussed on simple weapons ... ShortSpear, for example).

Each of those "fighters" is quite different from each other, and the method is solely skills, feats, and choice of specific tactics (mounted, versus archery, versus non-Martial melee).


What differentiates a sorcer from a wizard? Same spells. The sorc throws a few more, the wiz knows a few more. You expect the same sorts of things from them both. At least wizards have specialization to differentiate between them.

The player brings their own style to the character. IF you, as a player, cannot MAKE your sorceror seem different from a run-of-the-mill wizard, then perhaps sorceror is not for you ("you" used in a generic, nonspecific sense ofc).

Now, as I said above, I agree the sorceror should have gotten a different spell list, and perhaps some sorceror-specific spells (IOW, ONLY sorcerors and maybe bards can get them).

As for specialisation, one of the things I HAVE done IMC is, allow sorcerors to specialise.

For fast-and-dirty rules, I decided the costs (in terms of excluded schools, etc) are the same as for Wizards. Now, granted, that's less of a problem for a sorceror overall.

However, the gain is (slightly) less; the sorceror KNOWS a single extra spell, per spell level ... from (of course) their specialty school. So a sorceror with an especial "knack" for, oh, Illusion spells, will "know" one more spell at each spell level, than a "generalist" sorceror. The trick being, at least one spell at each spell level will be an Illusion spell, and some spells the sorceror will NEVER be able to develop, nor use wands of, etc.

A smart players will make smart decisions. Spells like sleep just wont show up, unless the player enjoys problems later.

Okay, sleep won't show up, you say?

Funny, my first sorceror got sleep; even when it became less useful in and of itself, I never regretted the choice.

On top of which, I think it is the utter height of absurdity to presume that ALL smart players will always make the SAME decision. There are multiple ways to optimise your sorceror's spell list, without taking the same things each time.

The trick is, pick a "schtick" ... soemthing that defines how YOUR sorceror will approach spellcasting. The feat "Spell Thematics" form the FR (Magic of Faerun, IIRC), is a good choice for such a character.

One "schtick" is, the charm/mind-control theme. Pick spells by and large that give you control or influence over yoru foes.

Another is the Illusion theme; lots of illusions, not much for direct "suck fire and die" spells.

Another (my personal favorite, not for power but for FUN factor) is the "pick an element, any element" schtick -- all five Elemental Substitutions, and every spell that does damage, selected FIRST for an elemental-damage-type tag, and SECOND for other benefits (the sort of characetr who will NOT take Magic Missile, but will prefer Burning Hands, or "Ice Dagger" form MoF).

Admit it, some spells are better than others, and those will show up all too often.

The same will happen with wizards, too. Oh, they might have other spells int heir SPELLBOOK ... but what spells do they PREPARE every day, eh? For first level ... MM, MM, MM, and more MM. *shrug*

There should be a way for a sorceror to choose other spells without slapping themselves in the forehead later, saying "I wish I hadn't taken that".

There is. It's called a wish spell (precedent in the FR, specifically the Simbul). OR having some forethought.

A few spells have a narrow window of applicability; within that window they are THE spell to have (at 1st to 4th level, Sleep will be MUCH more useful, 9 times out ot 10, than Magic Missile). The spells make up for this by falling into disfavor outside of that "window of greatness".

I agree sorcerors need their own spell list. I diagree the clas itself is without value, and in fact I think it's FINE the way it is, but perhaps it's "fun factor" -could- be improved without hurting overall game balance, especially WRT the wizard.



How could you tell they weren't wizards?

Dunno about anyone else, but as a GM, I tedn to let a spellcraft check determine certain things ... like what general "type" of caster they are (arcane, divine, etc), and where there are multiple possibilities, either outright which class they are, or (more often), which primary attribute their class uses (i.e., a wizard will be "Arcane, INT", a sorceror or bard woudl be "Arcane, CHA" ... and so on).


This is not a question of every sorceror being the same, but a question of sorceror not being very different from wizard. Good players can always make up for bad classes and still have fun.

The first 3E character I played was a sorceror. One of the other players had a wizard (half-elf on my part, full elf on his part). IC and OOC, we actually -enjoyed- the interplay between the two characters' abilities. The wizard could pretty well rely on my sorceror to have a couple "blast 'em" spells, as well as cover the more OBSCURE utility spells in my spells-known list.

Whereas, I didn't have to worry about wether or not to take Haste (the wizard did), or Fly (wizard, again) ... darned useful spells, but I didn't have to spend precious spells-known slots on them. Less-obscure utility spells (Identify, Alarm, etc) were also covered by the Wizard (who, for combat, got into using Buffs,a dn Poly'd into a troll or similar big-n-nasty ... eek ... :) ).


False. See TaB, sorcerors and picking spells.

One article in one place by one person ... I hardly call that a definitive measure of the entire spectrum of sorceror options.


Compare druid and cleric. Very similar classes, both full spellcasters. They are not often confused for one another. What can a person notice over a short time to tell them that a character is a sorceror vs a wizard. That is the style issue.

Sorceror: higher Charisma (thats houdl be readily and IMMEDIATELY apparent after only a few minute's interaction). No spellbooks.

Wizard: smarter (talk to the fellow for a while, that should start to become apparent); big spellbooks.

That's the quick, at-a-glance difference.

And, in THOSE terms ... no, there is NOT always an apparent, visible difference between a Cleric and a Druid. Many "druid-only" spells are also DOMAIN spells for -some- clerics.

I agree the sorceror needs some work ... but not a "toss it it's useless" level, like you at least -seem- to be projecting.

[EDIT: hit the post buutton too soon]
 
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