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Why I Hate Sorcerors
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<blockquote data-quote="Speaks With Stone" data-source="post: 600643" data-attributes="member: 375"><p>I've recently been struggling with the Sorc/Wiz issue. I'm playing a wizard in one campaign, but we are starting a new one with lots of newbies and I'm left to make a wiz or sorc. Since they are all newbies I said I'd fill whatever roll the party needed. Out of 8 other players, there is not one arcane user at all. I feel I must play an arcane caster, so I thought I'd make a sorceror to be diff from my wiz.</p><p></p><p>The problem I'm having is not the spell progression, but the skills and the feats. The sorceror will lag behind on metamagic feats, which I don't exactly get. But even worse, the Cha based magic forces my highest stat into a rather unusable area. Int for the wizard enhances lots of skills and provides lots of additional skill points. Cha for the sorceror provides a one-time bonus for influence skills, that I can only enhance through cross class skill development. I only get 2+Int in skills as the sorceror, so I have to go with little/no skills or else place another high stat in Int to have mod/little skills but no dex bonus or con bonus.</p><p></p><p>It just seems to me that the Sorceror is the one class that gets no secondary (or tertiary) benefits off of its primary stat.</p><p></p><p>The lack of metamagic makes it harder to personalize the magic. The lack of skill makes it harder to provide secondary roles.</p><p>The lack of spell diversity has been expained well enough already.</p><p></p><p>In exchange for these penalties, the sorceror gets extra spells per day and spontaneous casting. The benefits of spontaneous are good and the extra spells are good (but only a little in comparison to a specialized wizard). </p><p></p><p>Am I missing out on something. I'd like to try a sorceror (I've played one for a short adventure and loved casting Web at every encounter), but it really looks like the sorceror is entirely defined by a rather small spell selection. Doesn't that make for a bit of a boring role for a party?</p></blockquote><p></p>
[QUOTE="Speaks With Stone, post: 600643, member: 375"] I've recently been struggling with the Sorc/Wiz issue. I'm playing a wizard in one campaign, but we are starting a new one with lots of newbies and I'm left to make a wiz or sorc. Since they are all newbies I said I'd fill whatever roll the party needed. Out of 8 other players, there is not one arcane user at all. I feel I must play an arcane caster, so I thought I'd make a sorceror to be diff from my wiz. The problem I'm having is not the spell progression, but the skills and the feats. The sorceror will lag behind on metamagic feats, which I don't exactly get. But even worse, the Cha based magic forces my highest stat into a rather unusable area. Int for the wizard enhances lots of skills and provides lots of additional skill points. Cha for the sorceror provides a one-time bonus for influence skills, that I can only enhance through cross class skill development. I only get 2+Int in skills as the sorceror, so I have to go with little/no skills or else place another high stat in Int to have mod/little skills but no dex bonus or con bonus. It just seems to me that the Sorceror is the one class that gets no secondary (or tertiary) benefits off of its primary stat. The lack of metamagic makes it harder to personalize the magic. The lack of skill makes it harder to provide secondary roles. The lack of spell diversity has been expained well enough already. In exchange for these penalties, the sorceror gets extra spells per day and spontaneous casting. The benefits of spontaneous are good and the extra spells are good (but only a little in comparison to a specialized wizard). Am I missing out on something. I'd like to try a sorceror (I've played one for a short adventure and loved casting Web at every encounter), but it really looks like the sorceror is entirely defined by a rather small spell selection. Doesn't that make for a bit of a boring role for a party? [/QUOTE]
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