Full spells + cantrips have too little combinations to even work with. The problem with the tabletop spell + cantrip rule is that it combined with random initiative order severely prohibits spell combinations. This is powerful, but you lose 2 levels of sorcerer to get this, meaning that you're a whole spell level behind pure sorcerers. Multiclass combos (X Sorcerer / 2 Fighter) can cast 2 spells in a turn, unlike other classes, but only once per short rest. Giving wizards the same power bursts takes away from the sorcerer's unique-ness. Wizards have versatility, sorcerers have bursts of power via metamagic. Sorcerers are supposed to be able to outperform wizards using metamagic - that's the whole point of the class. Players of any class can still perform spell combinations by using bonus action spells and cantrips. If you make both not allowed (haste action can't be used to cast a spell, and quicken prevents you from casting non-cantrips): This suggestion is treating the symptom of potential >2 spells per turn, not the underlying issue of imbalanced homebrew (or more likely, improper rule implementation due to lack of understanding). BG3 allowing casters to cast 2 spells via haste (not allowed in 5e RAW) does not imply that sorcerers should also be able to do so via Quicken. Several OP multiclass combos like X Sorcerer / 2 Fighter which could potentially cast 3-4 spells in one turn are automatically restricted to 2 spells / turn just as all other classes are.Not a fan of this suggestion. Players of any class can still perform cool spell combinations. Fighters and multiclassed Fighters can use Action Surge or Haste potion / buff for second cast / attack action, but not both. You all shouldn't forget that even before Sorcerer was implemented people could easily cast 2 full spells in one turn with Haste potions / spores, so all things like '"I can cast Scorching Rays twice in a row and take out half of boss HP before his turn" were in the game before. Several OP multiclass combos like X Sorcerer / 2 Fighter which could potentially cast 3-4 spells in one turn are automatically restricted to 2 spells / turn just as all other classes are. Sorcerers don't outperform Wizards as both classes have a way to cast 2 spells per turn, but can't cast 3 or more. Players of any class can still perform spell combinations without the tabletop restrictions. All classes have limited access to 2 actions / spells per round via either consumables, concentration spells or depletable resource / ability. All other classes can just use a Haste potion or be a target of Haste spells to cast 2 spells / perform 2 attack actions per round. Fighters and multiclassed Fighters can use Action Surge or Haste potion / buff for second cast / attack action, but not both for 3+ actions. Sorcerers can either use Quicken Spell (so that they can spend Concentation on something else, for example Web) or use the Haste spell, but can't combine them for more casts because of the "2 spells / round" limit. Wizards could just use Haste spell on themselves to cast 2 spells in one round, but need to spend a 3rd level spell slot and maintain Concentration to do so. This rule alone would solve lots of issues with class balance: Make a rule that forbids to cast more than two spells or perform more than two attack actions in a single turn. I think that there could be an easy solution to all this Sorcerer vs other classes efficiency dispute that also fits the already existing spells and items in the game. You all shouldn't forget that even before Sorcerer was implemented people could easily cast 2 full spells in one turn with Haste potions / spores, so all things like 'I can cast Scorching Rays twice in a row and take out half of boss HP before his turn" were in the game before.
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