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<blockquote data-quote="EzekielRaiden" data-source="post: 9321575" data-attributes="member: 6790260"><p>As stated in the other thread:</p><p></p><p>Use spell points, not slots.</p><p>Bring back the playtest "transform as you run out of slots" mechanic, but ensure that different subclasses actually transform into meaningfully distinct gameplay experiences.</p><p>Rework the metamagics to suck less, e.g. Heightened Spell is too expensive for its value (3 SP is a 2nd-level spell!), Careful Spell should just exempt targets (or do the "treat them as if they succeeded on the save even if they fail, or leave them entirely unaffected if they succeed" style), Distant Spell should be compatible with other metamagics, etc.</p><p>Give the Sorcerer guaranteed subclass-specific spells, and actually write up more than just ONE SINGULAR Sorcerer-only spell.</p><p></p><p>One other idea that occurred to me: Potentially allow 1/day casting of a Sorcerer spell the Sorcerer <em>doesn't</em> know, of a level at least 1 below their maximum spell level, but cast as though it were one level higher. E.g. if you're level 7, you could cast <em>fireball</em>, costing SP as though it were a 4th level spell, and that would be your once-a-day spell you don't know. Inefficient and limited, something you can't rely on, but which can in a pinch be really helpful. Since you can't cast 10th level spells, this would obviously also prevent casting a 9th level spell you don't know (which is for the best.)</p><p></p><p>Between metamagic, the transformation mechanic, actually having a distinctive spellcasting method, subclass-specific bonus spells, and more "signature" Sorcerer spells, I think you could quite easily get a class that is both aesthetically and mechanically distinctive while simultaneously fixing some of the weaknesses of the class.</p><p></p><p></p><p>In order:</p><ol> <li data-xf-list-type="ol">See above.</li> <li data-xf-list-type="ol">Points.</li> <li data-xf-list-type="ol">Important--first level.</li> <li data-xf-list-type="ol">No.</li> <li data-xf-list-type="ol">IMO, "yes but also no," not necessarily turning into <em>monsters</em>, but turning into<em> something</em>.</li> <li data-xf-list-type="ol">Cha. Subclass might make you care about Con...or it might not.</li> <li data-xf-list-type="ol">Not only can, should.</li> <li data-xf-list-type="ol">If we want it to get widespread appeal, yes, unfortunately. For all the pro-homebrew talk during the 5.0 playtest, the actual culture of play for 5e is mostly hostile to 3PP in general, perhaps moreso than any edition I've ever played. Even 4e DMs, who usually preferred options compatible with the character builder, were on average less hostile toward 3PP than 5e DMs I've discussed it with.</li> </ol></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9321575, member: 6790260"] As stated in the other thread: Use spell points, not slots. Bring back the playtest "transform as you run out of slots" mechanic, but ensure that different subclasses actually transform into meaningfully distinct gameplay experiences. Rework the metamagics to suck less, e.g. Heightened Spell is too expensive for its value (3 SP is a 2nd-level spell!), Careful Spell should just exempt targets (or do the "treat them as if they succeeded on the save even if they fail, or leave them entirely unaffected if they succeed" style), Distant Spell should be compatible with other metamagics, etc. Give the Sorcerer guaranteed subclass-specific spells, and actually write up more than just ONE SINGULAR Sorcerer-only spell. One other idea that occurred to me: Potentially allow 1/day casting of a Sorcerer spell the Sorcerer [I]doesn't[/I] know, of a level at least 1 below their maximum spell level, but cast as though it were one level higher. E.g. if you're level 7, you could cast [I]fireball[/I], costing SP as though it were a 4th level spell, and that would be your once-a-day spell you don't know. Inefficient and limited, something you can't rely on, but which can in a pinch be really helpful. Since you can't cast 10th level spells, this would obviously also prevent casting a 9th level spell you don't know (which is for the best.) Between metamagic, the transformation mechanic, actually having a distinctive spellcasting method, subclass-specific bonus spells, and more "signature" Sorcerer spells, I think you could quite easily get a class that is both aesthetically and mechanically distinctive while simultaneously fixing some of the weaknesses of the class. In order: [LIST=1] [*]See above. [*]Points. [*]Important--first level. [*]No. [*]IMO, "yes but also no," not necessarily turning into [I]monsters[/I], but turning into[I] something[/I]. [*]Cha. Subclass might make you care about Con...or it might not. [*]Not only can, should. [*]If we want it to get widespread appeal, yes, unfortunately. For all the pro-homebrew talk during the 5.0 playtest, the actual culture of play for 5e is mostly hostile to 3PP in general, perhaps moreso than any edition I've ever played. Even 4e DMs, who usually preferred options compatible with the character builder, were on average less hostile toward 3PP than 5e DMs I've discussed it with. [/LIST] [/QUOTE]
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