Floorlock
2017-02-20, 06:06 PM
Hey everyone. I've been on and off pondering the philosophy behind some of the class structure when it involves magic and spell selection ever since the Sorcerer Unearthed Arcana was released not so long ago.
See...one of my players is essentially playing the Favored Soul archetype...but, the old one from before this UA. I went into this knowing that the consensus was that it was an overpowered sorcerer origin, disregarding the issues and allowing it anyways on the basis of how well it fit her character that she was trying to make. I'm usually of the mindset to buff more than I nerf...raising the power level in some areas for the players and then going in and cranking up the difficulty of enemies where it's needed. So far...this has been a worthwhile excursion...so I didn't mind that the archetype was initially branded as OP.
However, I have recently found myself unsure as to WHY people thought that it was overpowered. At first, I saw that everyone claimed that it's overarching power came from the fact that it obtained spells that were kept normally away from sorcerers due to their use of metamagic. A sorcerer with the ability to twin so many healing and reviving abilities essentially bumped itself towards being a better healer than the Cleric in some instances. But, now...with the recent sorcerer UA, I've noticed that everyone seems somewhat pleased with the new Favored Soul...although it does have the ability to do, essentially, the same thing. I then noticed that the reason that everyone gave, nowadays it seems, for the old Favored Soul's power...was the addition of extra spells as opposed to a wider spell selection.
But, I've began to wonder....Will increasing the number of spells known for a class like Sorcerer by 10 or so, really push it into the territory of being Overpowered? And more importantly...IF the Favored Soul WAS in too advantageous of a position compared to other sorcerers...could another solution be to simply give the same type of buff to all other sorcerer origins? For example...would it have been so bad to keep the extra spells from the Storm Sorcerer Unearthed Arcana as opposed to ripping them away as they did in the Sword Coast Adventurer's Guide? Or would this put Sorcerers in general in an overpowered position?
On that same note...would it be too much of an issue to also increase Ranger spells as they've been doing with their new archetypes? Like...the Deep Stalker, Horizon Walker, and Primeval Guardian all receive 1 extra spell at certain levels...adding a total of 5 extra spells known to their repertoire. Would it be an issue to retroactively add this feature to both the Beast Master and Hunter archetypes? With spells that made sense for those archetypes of course...?
I'm asking all of this...not to necessarily argue a position...but, to genuinely ask if all of this would throw out game balance. I want to know just how big of an issue it might be. The answer won't change how I personally run my games...as I've long ago began to buff my other players to balance out the potential power level resulting from specific players. I'm also allowing one of my players to run a Way of Tranquility monk...so I've already committed myself into this High-Powered campaign. I've simply adjusted a few things to compensate for the power level.
See...one of my players is essentially playing the Favored Soul archetype...but, the old one from before this UA. I went into this knowing that the consensus was that it was an overpowered sorcerer origin, disregarding the issues and allowing it anyways on the basis of how well it fit her character that she was trying to make. I'm usually of the mindset to buff more than I nerf...raising the power level in some areas for the players and then going in and cranking up the difficulty of enemies where it's needed. So far...this has been a worthwhile excursion...so I didn't mind that the archetype was initially branded as OP.
However, I have recently found myself unsure as to WHY people thought that it was overpowered. At first, I saw that everyone claimed that it's overarching power came from the fact that it obtained spells that were kept normally away from sorcerers due to their use of metamagic. A sorcerer with the ability to twin so many healing and reviving abilities essentially bumped itself towards being a better healer than the Cleric in some instances. But, now...with the recent sorcerer UA, I've noticed that everyone seems somewhat pleased with the new Favored Soul...although it does have the ability to do, essentially, the same thing. I then noticed that the reason that everyone gave, nowadays it seems, for the old Favored Soul's power...was the addition of extra spells as opposed to a wider spell selection.
But, I've began to wonder....Will increasing the number of spells known for a class like Sorcerer by 10 or so, really push it into the territory of being Overpowered? And more importantly...IF the Favored Soul WAS in too advantageous of a position compared to other sorcerers...could another solution be to simply give the same type of buff to all other sorcerer origins? For example...would it have been so bad to keep the extra spells from the Storm Sorcerer Unearthed Arcana as opposed to ripping them away as they did in the Sword Coast Adventurer's Guide? Or would this put Sorcerers in general in an overpowered position?
On that same note...would it be too much of an issue to also increase Ranger spells as they've been doing with their new archetypes? Like...the Deep Stalker, Horizon Walker, and Primeval Guardian all receive 1 extra spell at certain levels...adding a total of 5 extra spells known to their repertoire. Would it be an issue to retroactively add this feature to both the Beast Master and Hunter archetypes? With spells that made sense for those archetypes of course...?
I'm asking all of this...not to necessarily argue a position...but, to genuinely ask if all of this would throw out game balance. I want to know just how big of an issue it might be. The answer won't change how I personally run my games...as I've long ago began to buff my other players to balance out the potential power level resulting from specific players. I'm also allowing one of my players to run a Way of Tranquility monk...so I've already committed myself into this High-Powered campaign. I've simply adjusted a few things to compensate for the power level.