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Switch to Forum Live View Sorceror Issue, Largely Attirbute Bonus Based
10 months ago  ::  Aug 23, 2012 - 7:22AM #1
Shiftkitty
Date Joined: Apr 11, 2007
Posts: 4,412
To begin with, I'll say that I think the Sorceror and Warlock are unnecessary. They're just different flavors of Wizard and should be done as builds or sub-classes, not independent classes. To boot, the Wizard gets a wimpy 1d4 while the Warlock gets 1d6 and the Sorceror gets 1d8, and the dragonblood build gets the weapons and armor perks that make him pretty damned formidable right off the bat. (Sounds like somebody in design has a woody for the sorceror.) I don't think the other class features offset this very well. However, when one of my players wanted to give it a shot, I wasn't going to say no. I could be wrong. Gods know it's happened before.

What's at issue here is not whether or not I like the Sorceror as a class, but how this first level Sorceror came out. Going by the book, I am faced with a legitimately rolled STR14, DEX18, CON18, INT19, WIS17, CHA21. That's a +1 to each stat for being human and a further +2 to CON or CHA, which the player chose CHA. The player got some fantastic rolls right there in front of my own eyes, and I'm not one to poo-poo good fortune, but it seems a bit much to be adding +1 to every Attribute just for being human and then a further +2 to an Attribute just for being a Sorceror.

I'm going to let this character stand, but was wondering if anyone else came up with a super-hero sorceror because of the bonuses?
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10 months ago  ::  Aug 23, 2012 - 8:35AM #2
Koga305
Date Joined: May 31, 2008
Posts: 178
I don't see anything in the playtest that gives Sorcerors a particularly large bonus, besides a +1 to Charisma or Constitution (every class gets a +1 bonus to a key attribute). The problem might be with Humans, which several people have pointed out do have an unreasonably large bonus to abilies (+1 to every ability except one, which gets +2). 
Additionally, keep in mind that stats max out at 20 for player characters, so you wouldn't be able to have a 21 in Charisma. Period. Since at 4th level (and presumably later ones as well) characters get to boost 2 scores by +1, the character probably wouldn't be that much different 
Finally, breaking down your character (subtracting one from each stat from human, and assuming the +3 was asigned based on human and sorceror bonuses), it looks like he got the following rolls: 13, 17, 17, 18, 16, 18. Honestly, that would be pretty ridiculous for any starting character, especially with the human bonuses. I wish I could roll that well!
Anyway, my point is that the problem doesn't lie in the sorceror class - lots of overpowered first level characters could be built with that array of scores.
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10 months ago  ::  Aug 23, 2012 - 9:55AM #3
dragon82
Date Joined: Aug 9, 2012
Posts: 48
Such is the chance you take as a DM when you go with the random roll route.I have seen some awesome rolls,I have however seen far more dissapointing rolls (like toons strugling to break 12 in a single score).


Honestly it seems like the stats rolled are the issue here,any class/race is going to seem overpowered with those numbers.


I see the draconic Sorceror as a nice mix of meele and magic.After all as the wizard/fighter level they double the Sorceror's attack bonus showing that they are far more focused in what they do.
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10 months ago  ::  Aug 23, 2012 - 11:57AM #4
Shiftkitty
Date Joined: Apr 11, 2007
Posts: 4,412
Do you think the trade-off is fair? A d8 for hps plus unfettered use of armor and shields and a nice weapon selection while the wizard gets no armor or shields, very limited weapons (though the crossbow addition is appreciated) and a d4 for hps? The limited spell selection hardly seems worth worrying about when you can open up a can of whup-ass with a good melee weapon. I haven't seen the Willpower deal in play yet (game is this weekend), so I don't know how much of an impact it will have. As it stands, I'm wondering why anyone would play a traditional wizard.

Thoughts? I'm eager for the weekend to get here so I can see what happens. I suppose if they plan to go this route and not bring in the Swordmage later on it'll be tolerable. I see the Swordmage as a bit redundant with a competent melee/magic PC like the sorceror.
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10 months ago  ::  Aug 23, 2012 - 12:32PM #5
dragon82
Date Joined: Aug 9, 2012
Posts: 48

Aug 23, 2012 -- 11:57AM, Shiftkitty wrote:

Do you think the trade-off is fair? A d8 for hps plus unfettered use of armor and shields and a nice weapon selection while the wizard gets no armor or shields, very limited weapons (though the crossbow addition is appreciated) and a d4 for hps? The limited spell selection hardly seems worth worrying about when you can open up a can of whup-ass with a good melee weapon. I haven't seen the Willpower deal in play yet (game is this weekend), so I don't know how much of an impact it will have. As it stands, I'm wondering why anyone would play a traditional wizard.

Thoughts? I'm eager for the weekend to get here so I can see what happens. I suppose if they plan to go this route and not bring in the Swordmage later on it'll be tolerable. I see the Swordmage as a bit redundant with a competent melee/magic PC like the sorceror.






I think you are focusing a little too heavy on the phisical of the Sorceror yes a d8 would be nice for the wizzard but look at how much better the wiz is at what he does compaired to the Sorceror.




1st lvl Sor- magicattack-2 spellsave-10 +cha mod spells known-2 (can use either spell a total of 3 times before being depleted)
1st lvl Wiz- magicattack-3 spellsave-11 +int (a very nice bonus) spells known-5 (having to prepair 3 ahead of time)     



So as you can see the Wiz starts out way ahead of the Sorceror in terms of casting,and by 5th level the two are even further apart in that area as the Wiz will have an addtional magical attack,increased spell save dc and a full level of spells more the the Sorceror.


Granted the Sorceror is going to have more HP and the ability to use armors/weapons but thats only because it looks like they are taking the class that route.I think the Sorceror will be a fine addtion to any group,I am looking forward to hearing about your playtest.

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10 months ago  ::  Aug 23, 2012 - 6:04PM #6
Shiftkitty
Date Joined: Apr 11, 2007
Posts: 4,412
Thanks. That cleared up quite a bit. Sometimes I don't think far enough ahead on the mathematics.
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10 months ago  ::  Aug 24, 2012 - 10:11AM #7
dragon82
Date Joined: Aug 9, 2012
Posts: 48

Aug 23, 2012 -- 6:04PM, Shiftkitty wrote:

Thanks. That cleared up quite a bit. Sometimes I don't think far enough ahead on the mathematics.


Dont mention it,I'm still interested in hearing back from you about the playest

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10 months ago  ::  Aug 24, 2012 - 10:43AM #8
Shiftkitty
Date Joined: Apr 11, 2007
Posts: 4,412
Will do! Game starts tomorrow, and then I'll have to be sure to keep notes. After seeing the others' sheets, things are looking smooth. I may have jumped the gun, I admit!
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10 months ago  ::  Aug 25, 2012 - 2:58AM #9
lokiare
Date Joined: Nov 3, 2008
Posts: 14,703
The Sorcerer is woefully underpowered when compared to either the Wizard or the Fighter.

The thing the developers forgot the think about was that the actions of an Sorcerer are "either/or", not "and".

So the Sorcerer can either attack crappier than a Fighter or cast a spell crappier than a Wizard with fewer choices. Either way they are an under powered class...
Look here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. I'm looking for players for a 4E fantasy grounds game.Swallowed Lich's Implement, help please.
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10 months ago  ::  Aug 25, 2012 - 3:57AM #10
Tim_the_Enchanter68
Date Joined: May 6, 2007
Posts: 105
If they could make missle/melee attacks as well as a fighter AND cast spells as well as a wizard they would be overpowered.  As it is it's called "versatility".
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