![]() Otherwise, I like the idea of sorcery points as a short rest resource, but only in the context of a broader redesign that removes sorcery point to spell slot conversion and gives all classes a more balanced spread of options at different recovery speeds.Yes, Flexible Casting doesn't specify where the spell slot comes from, just that you expend one to gain points. Or maybe do it like bardic knowledge, where most spells come from the sorcerer list, but they get a few over their progression from any list, or from particular lists based on their origin choice. And maybe add one or two extra spells known. If celestial needs something else special after every other class gets the expanded spell list, then give it something back from the old favored soul. Like, celestial origin gets sorcerer or cleric, draconic and shadow can choose from sorcerer and wizard, storm can choose from sorcerer and druid, wild can choose from sorcerer and bard. Alternatively, divine sorcerer works pretty well, maybe go origin by origin and give each of them a secondary spell list to draw from. Trading sorcery points for spells from any spell list sounds neat and does answer specific problems of the sorcerer, but I fear that that option for sorcery points would overshadow the others, and that the decision paralysis of choosing from every single spell of that level every time you cast a spell, instead of from a manageable number of spells known or memorized, would be obnoxious in practice.Ī list of bonus origin spells might help, particularly if those spells come from other full caster's spell lists. In particular, the spell conversion use of sorcery points would make this too strong, would obsolete too much of the warlock, and doesn't answer the particular problems of the sorcerer. I would prefer if all classes had a more even split of at will, short rest, and long rest options, but that would require a lot more rebalancing than just adding additional short rest recharge mechanics to one class. The more options the player has, the better the game is. Which is why I would recommend the leeway provided by my fix as it would enable all players of all skill levels to choose how they want to play. But I also recognize that you shouldn't have to be a master tactician to play a class in a game like 5e. But when played 'right' they can own the field of conflict. I personally am in the camp that Sorcerors are just fine as they are. This kind of a fix wouldn't even be abusable through multi classing. That's a tangible trade that each player can choose to do or not. For every extra spell known you're swapping out an SP. Nor are you giving the Sorceror chassis an extra free gift to make it more functional. ![]() Even if you swapped your SP straight out for spells, you wouldn't be better than a wizard at what they do great. ![]() This kind of a fix is one that would be hard to complain about because it couldn't really be abused. Do I give up 1? 2? Is 3 spells enough?Īnd for the players who already think that Sorceror is a good enough class, they can happily choose not to swap anything out. You've already seen people on this thread saying that just a handful more spells would make playing a sorceror enormously more easy. I personally would love to be able to have that choice. As a player and as a DM, I prefer a style of play that allows me to choose whatever I want to do. I love how you pick the potentially worst possible result of this and dismiss any possible benefit. At this point you may as well have just picked wizard because your SP is gonna get problematic to use if you sacrifice it too many times, to the point that you might as well just not have it. ![]() If your willing sacrificing your proverbial main class defining mechanics just so you can have a 'respectable' spells known. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |