![]() ![]() Some homebrew combines sorcerer and warlock into a single class for this reason.Įxperience in play has shown me at least that the Sorcerer is neither under-powered, nor lacking a role in combat encounters. The third is that, since everyone casts spells now the way sorcerers used to, sorcerers no longer feel like they have an identity. Lack of spells known is the second biggest complaint I've seen. Since most play happens in the first two tiers of play, it's usually the case that sorcerers expend their one edge over wizards too early in the day unless they play very conservatively. The biggest complaint I've seen regarding sorcerers is that they run out of sorcery points too quickly in the first two tiers of play. Optimized, that can lead to a wizard casting more spells per day than a sorcerer, not less, especially when we consider ritual casting. While sorcerers have Metamagic and sorcery points, most wizard archetypes allow the wizard to regain lower level spell slots upon casting a higher level spell of the correct school. Sorcerers have fewer spells known, smaller spell lists, and no ritual casting compared to wizards. If so, changing it to increase the power without taking a look at how it fits in the overall balance of the game is problematic.You have a point but, in this case, the balance is skewed. Something can be very well balanced, but not fun. Just to point out: least satisfying =/= imbalanced. If so, changing it to increase the power without taking a look at how it fits in the overall balance of the game is problematic. What are the playground's thoughts?Just to point out: least satisfying =/= imbalanced. Too bad the DM of the campaign I play in won't allow it. For once, the wizard's player is jealous and not vice-versa. metamagiced cantrips.Ĭombine this with the option to throw a ridiculous amount of fireballs (because: no slots per level) and I definitely understand why this is a very popular houserule. This also allows sorcerers to conserve resources somewhat better: there is now a 'slow burn'-option, i.e. Suddenly Quicken Spell isn't all that expensive, every spell can be Heightened and so on. The main difference in playstyle is the abundance of sorcery points to metamagic with. It is also a lot of fun for the sorcerer's player (and not just because of the power boost). It is a serious power boost for the sorcerer. I'm testing this in my current campaign (lvl 6 at the moment). This would remove the need for Flexible Casting, simplifying the class and removing sketchy interactions with warlock spell slots. ![]() A few spells known as a bonus from the subclass wouldn't be a nightmare, IMO.Īnother option (that could be combined with the first) is to convert all sorcerer spell casting to use sorcery points, similar to the spell point variant in the DMG. Rather, they're not very intuitive to build and it's easy to build a less-than-effectual character if you aren't careful. Most of Sorcerer's problems don't have anything to with power, as has been discussed ad nauseaum. What are the playground's thoughts?I think changing it to spell points is a pretty sensible, lightweight change that won't screw over balance, of the ones you listed. Starting at 1 and ending at 4 (per the tiers of play) might be reasonable.Īnother option (that could be combined with the first) is to convert all sorcerer spell casting to use sorcery points, similar to the spell point variant in the DMG. If I made this change, I'm not sure how many points I would have the sorcerer recover, nor what the scaling should be. Recovering some sorcery points on a short rest might be the ticket. ![]() But I do think the sorcerer needs improvement. I don't think the class needs a huge buff and I would not want the class to change to be the same as other spell casters. The sorcerer needs a buff, polling as one of the two least satisfying classes. ![]()
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