D&D 5E Xanathar hint from Crawford?

The class isn't broken, it doesn't need a revised sorceror.

The sorcerer isn't so much broken as it is overshadowed by the wizard. In 3e, the sorcerer was the poster for spontaneous casting, being able to use their spell slots for anything they knew how to do. So a 3e wizard could do anything, but they'd have to decide in advance what they wanted to do that particular day, whereas the sorcerer could just do their regular stuff. In addition, the sorcerer in theory had more spell slots than the wizard, though the difference in practice was less than advertised on account of specialization and gaining spell level access one class level sooner.

But in 5e wizards are much more flexible, because of the differentiation between spell slots and spell preparation. If needed, any wizard can spend all their slots on fireballs, but if not they can use them for haste, Leomund's chest, and so on instead. I really like that from a wizard point of view, but it does impinge a lot on the territory that used to be the sorcerer's. It certainly doesn't help that a wizard will likely have between 40% and 100% more spells prepared than the sorcerer has spells known.

That leaves the sorcerer with sorcery points, which they can use for two things: spell slots and meta-magic. Using them for additional spell slots is approximately as good as the wizard's Arcane Recovery ability, though the latter requires a short rest. So only meta-magic remains, and I don't really think meta-magic is good enough to match against having half-again as many spells ready at your fingertips, with potential access to many, many more.

Looking back at the playtest, it appears that they struggled quite a bit with what to do with the sorcerer. I remember one packet that had the sorcerer as a warrior/mage hybrid that became more draconian the more magic they used (so they'd start the day with full access to their magic, and by the time they had used that up they'd kick ass in a fight instead) - that was a nifty idea, but pretty far from the sorcerer we remember from 3e so they kiboshed that. In the final playtest packet (september 2013), they didn't even have sorcerers or warlocks, having gone back to the drawing board on them. So the sorcerer we have in the PHB has received a lot less playtesting than the wizard, and it shows. I think that given the lack of playtesting, they wanted to err on the side of low power with those classes - and that was probably the right call, since a slightly underpowered-but-flavorful class is at worst a waste of pages, but an overpowered class can break the game.
 

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The sorcerer isn't so much broken as it is overshadowed by the wizard. In 3e, the sorcerer was the poster for spontaneous casting, being able to use their spell slots for anything they knew how to do. So a 3e wizard could do anything, but they'd have to decide in advance what they wanted to do that particular day, whereas the sorcerer could just do their regular stuff. In addition, the sorcerer in theory had more spell slots than the wizard, though the difference in practice was less than advertised on account of specialization and gaining spell level access one class level sooner.

But in 5e wizards are much more flexible, because of the differentiation between spell slots and spell preparation. If needed, any wizard can spend all their slots on fireballs, but if not they can use them for haste, Leomund's chest, and so on instead. I really like that from a wizard point of view, but it does impinge a lot on the territory that used to be the sorcerer's. It certainly doesn't help that a wizard will likely have between 40% and 100% more spells prepared than the sorcerer has spells known.

That leaves the sorcerer with sorcery points, which they can use for two things: spell slots and meta-magic. Using them for additional spell slots is approximately as good as the wizard's Arcane Recovery ability, though the latter requires a short rest. So only meta-magic remains, and I don't really think meta-magic is good enough to match against having half-again as many spells ready at your fingertips, with potential access to many, many more.

Looking back at the playtest, it appears that they struggled quite a bit with what to do with the sorcerer. I remember one packet that had the sorcerer as a warrior/mage hybrid that became more draconian the more magic they used (so they'd start the day with full access to their magic, and by the time they had used that up they'd kick ass in a fight instead) - that was a nifty idea, but pretty far from the sorcerer we remember from 3e so they kiboshed that. In the final playtest packet (september 2013), they didn't even have sorcerers or warlocks, having gone back to the drawing board on them. So the sorcerer we have in the PHB has received a lot less playtesting than the wizard, and it shows. I think that given the lack of playtesting, they wanted to err on the side of low power with those classes - and that was probably the right call, since a slightly underpowered-but-flavorful class is at worst a waste of pages, but an overpowered class can break the game.

You understate the power of flexible casting and metamagic, and overstate the value of prepared spells.

Its valuable, once in a while, but most of the time you'll be casting spells from a much smaller subset of them.
 

The devs have said that they think more subclasses will fix the main issues with the sorcerer. While I could see some value in a revised sorcerer, it is hard to get past the process. I suspect after the ranger, they said "let's not do this again for 5 (or maybe 10) years."
 

The devs have said that they think more subclasses will fix the main issues with the sorcerer. While I could see some value in a revised sorcerer, it is hard to get past the process. I suspect after the ranger, they said "let's not do this again for 5 (or maybe 10) years."
Do you have a link or a source?

I'm asking because I'm having trouble understanding how they can accomplish that? (Assuming they don't simply sell out the Draconic and Wild subclasses, I mean. If they do that, like they did with the UA version of the Storm subclass, I obviously understand perfectly how they can do it...)

More generally, just adding more subclasses does not and cannot fix the fundamental issues we're having with the base class. The way you get nothing for choosing acid or poison over fire, say. My beef with metamagic. Others' need for blood magic. Etc.

Why is revising the sorcerer "hard to get past the process"? (What do you mean by the process?!) IS there something I don't know about that makes revising one class (Sorq) harder than another (Rang)?

Was there bad feedback on the ranger revision or its process? (As far as I know, it was a spectacular success. At least so far. I am aware we haven't seen the final version yet)

If they don't want to revise the Sorcerer, just issue a new class then. The Occultist. The Shaman. The Witch. The Pishogue, even! :) And leave the old class to those that can enjoy it.
 
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Sorcerers are powerful enough if you play them right.
You can totally make a Fire Draconic Sorcerer and it will be more than playable, it will be effective and powerful and thematic.

That's not the complaint.

The complaint is that it's too hard and too compromising to make lots of OTHER archetypal characters. The blood mage. The water witch. All the other kinds of sorcerer.

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This is a good point.

I mean, it is only good and proper that the ninja class be hidden in the PHB. Only the deserving get to play it! (That and it's funny).

There are no such reasons for the pdk

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The funny thing is, I know the Way of Shadows is given the names "ninja" and "shadowdancer". Cause I read the book.
And I still had to stop and thinking about that for a second...
 

I beg to differ.

Or at least, it needs a revision - claiming it is "broken" is not on the table here. It is still playable, just a far cry from what it could have been.
I agree. A sorcerer can be in a party, contribute/pull her weight and have fun... But the same character as a wizard would have been better.

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