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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Why no quicken spell for sorcerers?
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<blockquote data-quote="FreeTheSlaves" data-source="post: 2678052" data-attributes="member: 9952"><p>Actions per round are of a great premium to any character, it affects so much. The CR of a single enemy has to factor in their lone action versus the iconic parties four, & this is a breaking point in the system for the mid-teen CR onwards. </p><p></p><p>It is not accurate to compare # of attacks with # of spells because the average expected damage output is what should be compared to the power of the spell, not the componant attack. This is because the spells in d&ds spell system are balanced by assigning a spell level where the spell will be singularly useful against commonly met & appropriate CR challenges.</p><p></p><p>How does this all tie into the case of the sorcerer? A typically constructed sorcerer has at least an optimized suboptimal spell for any situation, unlike a prepared spellcaster who can be caught having one or no appropriate spell. If we then augment this scenario with the sorcerer having multi-spell capacity, they could increase their suboptimized power by sheer volume of spell actions. </p><p></p><p>This blows the prepared spellcasters away in terms of balance so the game designers look to address this. The sorcerer is already emasculated enough in terms of class features so the choices are either to limit their flexibility or boost the prepared spellcasters. Boosting classes probably resulted in a merry-go-round in improvements as the boosts rippled through the classes, threatening to recalibrate the games power up a notch & thereby invalidaing all existing work on CRs. The flexibility limitation was then the best response.</p><p></p><p>Inexplicably, the game designers then eschewed the previous versions of haste & ignored their own philosophy by granting cheap extra actions. As games crashed & burned a revision was inevitable.</p><p></p><p>(Obviously, all my humble opinions.)</p></blockquote><p></p>
[QUOTE="FreeTheSlaves, post: 2678052, member: 9952"] Actions per round are of a great premium to any character, it affects so much. The CR of a single enemy has to factor in their lone action versus the iconic parties four, & this is a breaking point in the system for the mid-teen CR onwards. It is not accurate to compare # of attacks with # of spells because the average expected damage output is what should be compared to the power of the spell, not the componant attack. This is because the spells in d&ds spell system are balanced by assigning a spell level where the spell will be singularly useful against commonly met & appropriate CR challenges. How does this all tie into the case of the sorcerer? A typically constructed sorcerer has at least an optimized suboptimal spell for any situation, unlike a prepared spellcaster who can be caught having one or no appropriate spell. If we then augment this scenario with the sorcerer having multi-spell capacity, they could increase their suboptimized power by sheer volume of spell actions. This blows the prepared spellcasters away in terms of balance so the game designers look to address this. The sorcerer is already emasculated enough in terms of class features so the choices are either to limit their flexibility or boost the prepared spellcasters. Boosting classes probably resulted in a merry-go-round in improvements as the boosts rippled through the classes, threatening to recalibrate the games power up a notch & thereby invalidaing all existing work on CRs. The flexibility limitation was then the best response. Inexplicably, the game designers then eschewed the previous versions of haste & ignored their own philosophy by granting cheap extra actions. As games crashed & burned a revision was inevitable. (Obviously, all my humble opinions.) [/QUOTE]
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Community
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Why no quicken spell for sorcerers?
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