samuraijaques
2018-04-24, 04:00 PM
Hey guys,
I have been playing a sorcerer for a couple sessions now and am realizing more and more that literally every other full caster in the game is better than they are for most intents and purposes. The only thing that sorcerers do better than anyone else is make munchkin builds more powerful when they nova and even those builds aren't straight sorcerer. If you aren't specifically trying to do as much damage as you possibly can once a day then they become kind of lackluster in comparison to other primary spellcasters.
Things I've noticed/problems I have
1. 15 spells known at level 20 is insane....ly bad. To the point that it's kind of a joke. In 3.5 it made sense because you could cast whatever spells you wanted and that versatility made up for the breadth of choices. In 5e that's no longer the case, every class does that, better than you.
2. Metamagic is cool but you don't really get to use it. With their limited pool of sorcery points most sorcerers only get to cast a few metamagicked spells per day. It's the one cool class feature they get and they don't even get to utilize it. And don't even get me started on the obvious trap that is converting spell slots into points.
3. No short rest benefit. Sorcerers are the only primary caster with nothing to gain on a short rest. Wizards get recovery, clerics get channel divinity, druids get wildshape, bards get inspiration and sorcerers get nothing.
Now, I recognize that sorcerers aren't bad. They are still a full caster! And that is going to be powerful no matter what. What I am saying is that there is very little reason to pick them over any other caster. Every time I pick up my character sheet my inner munchkin is screaming at me "why the hell aren't you playing a bard?" So my intention is to buff them enough to be on par with the other spellslingers in 5e.
So, I propose 3 changes:
1. Sorcerous origin bonus spells. They did it in an unearthed arcana already and it was an excellent idea. 2 spells added to the list of spells you can learn at levels 1,3,5,7 and 9 from a predetermined list based on your origin with your choice of one of them free. Not only does this patch up the abysmal spell selection of sorcerers it gives the origins more of an identity and gives you a chance to learn some spells that maybe aren't on the sorcerer spell list. 20 spells known is still the lowest of the primary casters but it's less of a joke than 15.
2. Use the spell point mechanic in the DMG and add it to your sorcery points. In 3.5 the sorcerer's main advantage was versatility. With all the classes becoming spontaneous casters the sorcerer's one advantage is gone. Using spell points for sorcerers fixes two problems. It gives sorcerers more versatility than other classes in their spellcasting and it allows them to more effectively use metamagic. More than that though it gives sorcerers an identity other than "the slightly worse wizard with permanent mage armor".
3. Give sorcerers something akin to the wizard's arcane recovery. Half your class level in sorcery points back once per day on a short rest. Easy.
Let me know what you guys think. I definitely need some feedback. I intend to test this out during our next session and come back with some results.
I have been playing a sorcerer for a couple sessions now and am realizing more and more that literally every other full caster in the game is better than they are for most intents and purposes. The only thing that sorcerers do better than anyone else is make munchkin builds more powerful when they nova and even those builds aren't straight sorcerer. If you aren't specifically trying to do as much damage as you possibly can once a day then they become kind of lackluster in comparison to other primary spellcasters.
Things I've noticed/problems I have
1. 15 spells known at level 20 is insane....ly bad. To the point that it's kind of a joke. In 3.5 it made sense because you could cast whatever spells you wanted and that versatility made up for the breadth of choices. In 5e that's no longer the case, every class does that, better than you.
2. Metamagic is cool but you don't really get to use it. With their limited pool of sorcery points most sorcerers only get to cast a few metamagicked spells per day. It's the one cool class feature they get and they don't even get to utilize it. And don't even get me started on the obvious trap that is converting spell slots into points.
3. No short rest benefit. Sorcerers are the only primary caster with nothing to gain on a short rest. Wizards get recovery, clerics get channel divinity, druids get wildshape, bards get inspiration and sorcerers get nothing.
Now, I recognize that sorcerers aren't bad. They are still a full caster! And that is going to be powerful no matter what. What I am saying is that there is very little reason to pick them over any other caster. Every time I pick up my character sheet my inner munchkin is screaming at me "why the hell aren't you playing a bard?" So my intention is to buff them enough to be on par with the other spellslingers in 5e.
So, I propose 3 changes:
1. Sorcerous origin bonus spells. They did it in an unearthed arcana already and it was an excellent idea. 2 spells added to the list of spells you can learn at levels 1,3,5,7 and 9 from a predetermined list based on your origin with your choice of one of them free. Not only does this patch up the abysmal spell selection of sorcerers it gives the origins more of an identity and gives you a chance to learn some spells that maybe aren't on the sorcerer spell list. 20 spells known is still the lowest of the primary casters but it's less of a joke than 15.
2. Use the spell point mechanic in the DMG and add it to your sorcery points. In 3.5 the sorcerer's main advantage was versatility. With all the classes becoming spontaneous casters the sorcerer's one advantage is gone. Using spell points for sorcerers fixes two problems. It gives sorcerers more versatility than other classes in their spellcasting and it allows them to more effectively use metamagic. More than that though it gives sorcerers an identity other than "the slightly worse wizard with permanent mage armor".
3. Give sorcerers something akin to the wizard's arcane recovery. Half your class level in sorcery points back once per day on a short rest. Easy.
Let me know what you guys think. I definitely need some feedback. I intend to test this out during our next session and come back with some results.