laiyna said:
Most people I know are the reverse of above. A sorcerer has only 1 casting more then a wizard, and got less spells then a wizard so they are fairly weak. But a sorcerer is more a magical type of character that gives a better feal about magic.
Does a Wizard really get many more spells in the average campaign?
A sorcerer has 34 spells plus 9 level zero spells at level 20. A wizard at that point has 43 spells plus all zero level spells, plus whatever they've studied.
Things is, do many DMs even give players the time off to do research to get new spells? In my experience it's been no. From what I've seen PCs get stuck in an endless series of challenges from level 1 to level 20 that can rush them up the entire level chain in only a year or two of game time.
In such a dynamic, the sorcerer has the advantage, as she has more spells per day, and complete freedom over which to use.
A sorcer NEVER wastes a spell slot. A wizard on average will waste half of them. In effect, you could cut a wizards spells per day in half and get what actually gets used in the average game. Until they get to a point where they can gather good intell, many slots will be watsed. A smart player will leave most of her slots open, chosing to spend 15 minutes to fill them later inthe day with utility spells. A smart player NEVER memorizes anything but the 'I need it now!' spells like combat and feather fall... leaving the rest for those 15 minute slots.
But most of us aren't that smart all the time.
And even when you are, you still end up getting less value out of your slots.
The wizard got faster the higher level spells, and the fact that he can use instant instead of a full round action for spells makes it stronger.
There's a feat to get around this once/day in FFG's Spells and Spellcraft.
There may be other feats elsewhere that work more often. I'm sure I read one, but can't recall where.
In a new game that started last night, I'm plaing a Witch as published by Green Ronin with the Pagan package from Mongoose's Q. Witch (roughly gives me tracking and animal domain, but locks me to Druid Weapons and no law, chaos, good, or evil spells).
This class works much like the sorcerer, but has a only a small specialized list of spells from which to choose. This kind of angle might be good for a new player. My choices for spells were very narrow so it was a quick process of choosing what to take.
In the end, she has 'charm person' and 'sleep' for her first level spells, and 'dancing lights, prestidigitation, detect magic, and detect poison' for zero level. I got to start at level 2 as two other players had drow PCs (I'm a wild elf, and the fourth player is a Moon Elf. We get to have fun moments like when my PC is unable to tell the difference between an Orc and a Human cause 'they all look alike anyway: big and hairy').
That's one other option if you have a descent sized d20 library: go with a variant class that has a limited spell list so that the playerhas easier choices. There's even a version of the Witch class in the DMG. It's the core PC class everyone forgets because it's in the wrong book.
