Analyzing the Wizard class changes in UA5 we noticed that there was an attempt to improve the class, of course with some errors (e.g. Arcane Magic list).
But the recent UA7, in addition to eliminating attempts at improvement, basically reversed the changes and placed the class even in a lower position.
Analyzing the changes:
1) Modify Spell and Create Spell are gone.
Why? They are really cool concepts that needs some tweaks. The argument that they make the sorcerer have less identity is not true. Just look at the 3rd edition. Metamagic Feats were spellcasters' abilities in general, which are now the sorcerer's, but that doesn't mean that other spellcasters can't have abilities that improve their spells. Indeed they must have, as they are spellcasters.
2) Counterspell now requires the target to make a constitution saving throw.
Why would Sorcercer or an Eldrich Knight be better at resisting a Counterspell than another caster like Warlock or Clerics? Another even worse example: 4 Figher/1Wizard is better at resisting counterspell than 5 Wizard.
3) Spell Mastery returns to level 18. Allowing at-will casting of non-action spells, such as Shield, was too powerful
Spell Mastery is very cool concept and reminds me of the old Archmage. Although this skill is extremely cool and flavorful, its a level 18 feature.
In other words, anyone at this level will hardly worry about focusing on level 1 or 2 spells. This nerf to Shield was funny because who will be worried about this at level 18? Serious.
The problem here is that the Wizard's improvements happen at levels that don't make much difference to the overwhelming majority of players.
4) Innate Sorcery empowers your spells' attack rolls and save DCs for a limited time.
What is a Sorcerer spells? All spells from his list?
This Sorcerer ability puts every other spellcaster in the game as a second hand spellcasters. Getting +1 to DC and advantage on every single roll for 10 turns is insane.
Not only did Wizards miss out on two class abilities they could have had, they fell short of their counterpart.
What do you think? What are the community's views?
Modify and create spell really just opened a can of worms WotC was not prepared to face from what I can tell.
Counter spell requiring a save is... interesting. I honestly would like to see a contested roll for counter spell since those are always the most fun to me. Out of every saving throw Constitution does make the most sense to me, though.
Spell mastery is not really a feature that is relevant at most tables anyway given what levels people play at.
Innate sorcery to I agree is problematic, but for different reasons. That is a very strong feature, but it is at first level. In other words, it is entirely reasonable to dip sorc on really any spellcaster. The sorceror spell list in 5e was just the wizard spell list but worse as well, and it sounds like WotC is returning it to being that way. Edit: I reread the playtest document and it appears that this only effect sorcerer spells (spells you pick up from taking levels in sorcerer). This is a strong feature, but can only be used twice per long rest.
TLDR, I am not worried about wizards being a weaker sorcerer. They simply get more and better spells and spells are the strongest thing a class can do as it currently stands.
Also, was there supposed to be spell lists printed in this playtest?
2) Counterspell now requires the target to make a constitution saving throw.
Why would Sorcercer or an Eldrich Knight be better at resisting a Counterspell than another caster like Warlock or Clerics? Another even worse example: 4 Figher/1Wizard is better at resisting counterspell than 5 Wizard.
Yeah, I thought something like an Arcana check would be better, but then, of course, there's lots of casters who don't have arcana. So maybe a save based on the casting stat, whatever that may be.
Spells are already broken, and rules favor players. Create your own or modify spells would be beyond broken and shift that dm/player divide into realms unheard of.
On Counterspell, more importantly perhaps, if you successfully counter the spell, they don't lose the spell-slot either. So, as it stands right now, isn't it more of a "Delay Spell", since they can just cast it again next turn (you know, barring having been destroyed by the rest of your party), while you are out a 3rd-level slot.
Create Spell was the most interesting and thematic thing they could've done to the Wizard and they just tossed it out without even trying to balance it. Deeply disappointing.
I expend my magic to neutralize theirs, and they can just... try again next turn, given its still alive, since the slot is not expended. Also, why should it be a saving throw, the caster is trying to unwind the woven magic using a spell meant to unravel it. If anything it should trigger a contested Arcana check, not a saving throw.
Modify Spell would have been great. I don't mind Create Spell going.
On Counterspell, more importantly perhaps, if you successfully counter the spell, they don't lose the spell-slot either. So, as it stands right now, isn't it more of a "Delay Spell", since they can just cast it again next turn (you know, barring having been destroyed by the rest of your party), while you are out a 3rd-level slot.
Honestly, that still favors the players more than the mobs. Your typical enemy caster is going to get something like 3 or 4 turns in, so a delay is still a massive benefit to the party, and at the same time players who get countered will still get their full allotment of casts in for the day.
I mean I would have guessed a forcing a charisma save would probably be best for your caster, as most foes are ugly AF, but apparently intelligence is the low stat.
It is a hell of a nerf though, and the bit about expended slots is.... Laughable. If you et countered, you should lose the slot though I wonder if it's not to somehow help the players based on how monster/foe spellcasting sometimes works instead of casters... (no slots, just casts per day).
Analyzing the Wizard class changes in UA5 we noticed that there was an attempt to improve the class, of course with some errors (e.g. Arcane Magic list).
But the recent UA7, in addition to eliminating attempts at improvement, basically reversed the changes and placed the class even in a lower position.
Analyzing the changes:
1) Modify Spell and Create Spell are gone.
Why? They are really cool concepts that needs some tweaks. The argument that they make the sorcerer have less identity is not true. Just look at the 3rd edition. Metamagic Feats were spellcasters' abilities in general, which are now the sorcerer's, but that doesn't mean that other spellcasters can't have abilities that improve their spells. Indeed they must have, as they are spellcasters.
oh flipping BullS*** wizard main #5677532134555667. When spell versatility came out it was cried about in a sea of tears over how a sorcerer could over the course of weeks change their spell list around and how much it stepped on the identity of wizards being the flexible casters. When UA5 landed it was cried about how having the same list but much more heavily restricted (still only 15 spells known) made the wizard pointless because now sorcerers had all the spells available to them and the wizard had nothing.
So yes giving wizards METAMAGIC through modify spell absolutely treads on the sorcerer and what the sorcerer had to be given after giving up their core identity to make WIZARDS (and all other casters) more enjoyable
Really cheeses me off how much quality of life has been denied Sorcerers because "OH NO BUT THE POOR WIZARD!!!" but when something is proposed and removed because it does the EXACT same thing to another class here comes the Wizards trying to say it totally wasn't taking from the other class.
Also I'm sorry but if you think +1 spell DC and advantage on spell attacks for a minute twice per day is insane... I dunno what to tell you, Arcane recovery flat out restores spell slots for no cost at all. What's truly going to be better? +1 spell DC or dropping more counter spells, hastes, or like another wall of force? It's legit just making your primary stat 2 higher for a minute (actually no its not since you won't get the other benefits). Spell attacks are also generally the least effective types of spells to be hurling
Analyzing the Wizard class changes in UA5 we noticed that there was an attempt to improve the class, of course with some errors (e.g. Arcane Magic list).
But the recent UA7, in addition to eliminating attempts at improvement, basically reversed the changes and placed the class even in a lower position.
Analyzing the changes:
1) Modify Spell and Create Spell are gone.
Why? They are really cool concepts that needs some tweaks. The argument that they make the sorcerer have less identity is not true. Just look at the 3rd edition. Metamagic Feats were spellcasters' abilities in general, which are now the sorcerer's, but that doesn't mean that other spellcasters can't have abilities that improve their spells. Indeed they must have, as they are spellcasters.
oh flipping BullS*** wizard main #5677532134555667. When spell versatility came out it was cried about in a sea of tears over how a sorcerer could over the course of weeks change their spell list around and how much it stepped on the identity of wizards being the flexible casters. When UA5 landed it was cried about how having the same list but much more heavily restricted (still only 15 spells known) made the wizard pointless because now sorcerers had all the spells available to them and the wizard had nothing.
So yes giving wizards METAMAGIC through modify spell absolutely treads on the sorcerer and what the sorcerer had to be given after giving up their core identity to make WIZARDS (and all other casters) more enjoyable
Really cheeses me off how much quality of life has been denied Sorcerers because "OH NO BUT THE POOR WIZARD!!!" but when something is proposed and removed because it does the EXACT same thing to another class here comes the Wizards trying to say it totally wasn't taking from the other class.
Also I'm sorry but if you think +1 spell DC and advantage on spell attacks for a minute twice per day is insane... I dunno what to tell you, Arcane recovery flat out restores spell slots for no cost at all. What's truly going to be better? +1 spell DC or dropping more counter spells, hastes, or like another wall of force? It's legit just making your primary stat 2 higher for a minute (actually no its not since you won't get the other benefits). Spell attacks are also generally the least effective types of spells to be hurling
What a rude feedback. Try hard next time to be more constructive.
Innate Sorcery is insanely strong. Spell DCs is key for spellcaster, if some how you can get it higher, do it ! (BTW Sorcerers already have HEIGHTENED SPELL, one of the best things to pair with your spell).
You missed the point here. So let me try to explain to you.
This topic is not about nerfing Sorcerers, is to make every spellcaster paired with each other and fun.
Wizards is one of the most iconic class in D&D, I bet everyone can name one famous Wizard. Not the same happens to others classes. So just make the class fun, not only the spell list.
Analyzing the Wizard class changes in UA5 we noticed that there was an attempt to improve the class, of course with some errors (e.g. Arcane Magic list).
But the recent UA7, in addition to eliminating attempts at improvement, basically reversed the changes and placed the class even in a lower position.
Analyzing the changes:
1) Modify Spell and Create Spell are gone.
Why? They are really cool concepts that needs some tweaks. The argument that they make the sorcerer have less identity is not true. Just look at the 3rd edition. Metamagic Feats were spellcasters' abilities in general, which are now the sorcerer's, but that doesn't mean that other spellcasters can't have abilities that improve their spells. Indeed they must have, as they are spellcasters.
oh flipping BullS*** wizard main #5677532134555667. When spell versatility came out it was cried about in a sea of tears over how a sorcerer could over the course of weeks change their spell list around and how much it stepped on the identity of wizards being the flexible casters. When UA5 landed it was cried about how having the same list but much more heavily restricted (still only 15 spells known) made the wizard pointless because now sorcerers had all the spells available to them and the wizard had nothing.
So yes giving wizards METAMAGIC through modify spell absolutely treads on the sorcerer and what the sorcerer had to be given after giving up their core identity to make WIZARDS (and all other casters) more enjoyable
Really cheeses me off how much quality of life has been denied Sorcerers because "OH NO BUT THE POOR WIZARD!!!" but when something is proposed and removed because it does the EXACT same thing to another class here comes the Wizards trying to say it totally wasn't taking from the other class.
Also I'm sorry but if you think +1 spell DC and advantage on spell attacks for a minute twice per day is insane... I dunno what to tell you, Arcane recovery flat out restores spell slots for no cost at all. What's truly going to be better? +1 spell DC or dropping more counter spells, hastes, or like another wall of force? It's legit just making your primary stat 2 higher for a minute (actually no its not since you won't get the other benefits). Spell attacks are also generally the least effective types of spells to be hurling
What a rude feedback. Try hard next time to be more constructive.
Innate Sorcery is insanely strong. Spell DCs is key for spellcaster, if some how you can get it higher, do it ! (BTW Sorcerers already have HEIGHTENED SPELL, one of the best things to pair with your spell).
You missed the point here. So let me try to explain to you.
This topic is not about nerfing Sorcerers, is to make every spellcaster paired with each other and fun.
Wizards is one of the most iconic class in D&D, I bet everyone can name one famous Wizard. Not the same happens to others classes. So just make the class fun, not only the spell list.
Its hard to be constructive when it comes across as wizard whinging, you claim Metamagic is not the sorcerers identity.. so what is their identity? Being more restrictive wizards? That's not a fun identity if the point by you is to make classes fun
Also again no its not insanely strong, its +1 spell save dc. it's essentially being Cha 18 for 2 minutes a day instead of Cha 16, but ONLY in regards to your spell dc, nothing else is increasing by that +1. It's decent to good sure, because as you said spell DC's are the key thing that will stop your spells but legendary resistance still doesn't care and its an ability you have to roll out before casting the spell in question as well, not a reactionary benefit etc. So it's impact will literally only be if the target fails by 1 when it's running. That is not insanely strong, your knee jerking
Analyzing the Wizard class changes in UA5 we noticed that there was an attempt to improve the class, of course with some errors (e.g. Arcane Magic list).
But the recent UA7, in addition to eliminating attempts at improvement, basically reversed the changes and placed the class even in a lower position.
Analyzing the changes:
1) Modify Spell and Create Spell are gone.
Why? They are really cool concepts that needs some tweaks. The argument that they make the sorcerer have less identity is not true. Just look at the 3rd edition. Metamagic Feats were spellcasters' abilities in general, which are now the sorcerer's, but that doesn't mean that other spellcasters can't have abilities that improve their spells. Indeed they must have, as they are spellcasters.
oh flipping BullS*** wizard main #5677532134555667. When spell versatility came out it was cried about in a sea of tears over how a sorcerer could over the course of weeks change their spell list around and how much it stepped on the identity of wizards being the flexible casters. When UA5 landed it was cried about how having the same list but much more heavily restricted (still only 15 spells known) made the wizard pointless because now sorcerers had all the spells available to them and the wizard had nothing.
So yes giving wizards METAMAGIC through modify spell absolutely treads on the sorcerer and what the sorcerer had to be given after giving up their core identity to make WIZARDS (and all other casters) more enjoyable
Really cheeses me off how much quality of life has been denied Sorcerers because "OH NO BUT THE POOR WIZARD!!!" but when something is proposed and removed because it does the EXACT same thing to another class here comes the Wizards trying to say it totally wasn't taking from the other class.
Also I'm sorry but if you think +1 spell DC and advantage on spell attacks for a minute twice per day is insane... I dunno what to tell you, Arcane recovery flat out restores spell slots for no cost at all. What's truly going to be better? +1 spell DC or dropping more counter spells, hastes, or like another wall of force? It's legit just making your primary stat 2 higher for a minute (actually no its not since you won't get the other benefits). Spell attacks are also generally the least effective types of spells to be hurling
What a rude feedback. Try hard next time to be more constructive.
Innate Sorcery is insanely strong. Spell DCs is key for spellcaster, if some how you can get it higher, do it ! (BTW Sorcerers already have HEIGHTENED SPELL, one of the best things to pair with your spell).
You missed the point here. So let me try to explain to you.
This topic is not about nerfing Sorcerers, is to make every spellcaster paired with each other and fun.
Wizards is one of the most iconic class in D&D, I bet everyone can name one famous Wizard. Not the same happens to others classes. So just make the class fun, not only the spell list.
Again, good luck finding a DM that will let you create whatever bullshit spell you want when 75% of them want to nerf half the existing spell list.
You have no idea how broken that sort of a "feat" is.
Innate Sorcery is insanely strong. Spell DCs is key for spellcaster, if some how you can get it higher, do it ! (BTW Sorcerers already have HEIGHTENED SPELL, one of the best things to pair with your spell).
Innate Sorcery literally increases your odds by flat 5%. 5% is insanely strong? Really?
Analyzing the Wizard class changes in UA5 we noticed that there was an attempt to improve the class, of course with some errors (e.g. Arcane Magic list).
But the recent UA7, in addition to eliminating attempts at improvement, basically reversed the changes and placed the class even in a lower position.
Analyzing the changes:
1) Modify Spell and Create Spell are gone.
Why? They are really cool concepts that needs some tweaks. The argument that they make the sorcerer have less identity is not true. Just look at the 3rd edition. Metamagic Feats were spellcasters' abilities in general, which are now the sorcerer's, but that doesn't mean that other spellcasters can't have abilities that improve their spells. Indeed they must have, as they are spellcasters.
2) Counterspell now requires the target to make a constitution saving throw.
Why would Sorcercer or an Eldrich Knight be better at resisting a Counterspell than another caster like Warlock or Clerics? Another even worse example: 4 Figher/1Wizard is better at resisting counterspell than 5 Wizard.
3) Spell Mastery returns to level 18. Allowing at-will casting of non-action spells, such as Shield, was too powerful
Spell Mastery is very cool concept and reminds me of the old Archmage. Although this skill is extremely cool and flavorful, its a level 18 feature.
In other words, anyone at this level will hardly worry about focusing on level 1 or 2 spells. This nerf to Shield was funny because who will be worried about this at level 18? Serious.
The problem here is that the Wizard's improvements happen at levels that don't make much difference to the overwhelming majority of players.
4) Innate Sorcery empowers your spells' attack rolls and save DCs for a limited time.
What is a Sorcerer spells? All spells from his list?
This Sorcerer ability puts every other spellcaster in the game as a second hand spellcasters. Getting +1 to DC and advantage on every single roll for 10 turns is insane.
Not only did Wizards miss out on two class abilities they could have had, they fell short of their counterpart.
What do you think? What are the community's views?
Modify spell and create spell needed to be gone. They were fun, but horrible for the game. They were literally game breaking.
Counterspell is better and since monsters don’t use spellslots it’s geared to not hurt PCs but still stop monsters in their tracks completely.
Shield and Misty step were the only spells I would even consider for Spell Mastery. Now I’m thinking Vortex Warp. But it was never really a great feature.
While you are complaining about the Sorcerer having a cool thing they can do twice a day you haven’t even blinked an eye at the fact the Wizard effectively has all their spells prepared each day at 5th level. Memorize spell gives them one additional spell prepared and they can swap that additional prepared spell in 1 minute. It means they have less need to prepare non combat spells as they have access to them in 1 minute. Wizards got a major versatility buff.
Counterspell is better and since monsters don’t use spellslots it’s geared to not hurt PCs but still stop monsters in their tracks completely.
An interesting and potentially thorny point for the new Counterspell, since WotC decided to phase out spell slots on NPC blocks. How does innate casting and other non spell slot using instances interact with the refreshment of spell slots? There's obviously the by the letter of the effect interpretation that innate casts are still consumed, but honestly seems to me like RAI is that it should function in the same manner as spell slots.
Counterspell is better and since monsters don’t use spellslots it’s geared to not hurt PCs but still stop monsters in their tracks completely.
An interesting and potentially thorny point for the new Counterspell, since WotC decided to phase out spell slots on NPC blocks. How does innate casting and other non spell slot using instances interact with the refreshment of spell slots? There's obviously the by the letter of the effect interpretation that innate casts are still consumed, but honestly seems to me like RAI is that it should function in the same manner as spell slots.
This is what I was both alluding to and getting at when I mentioned it.
The annis hag, for example, has a 3 per day spell. That's not really slots.... or are they? If they aren't, then it favors players tremendously though I hadn't checked official content to see about npc's. My assumption was that they would be built like characters, and then you only need to face off against statted casters your DM might brew up
It's just a weird wording that caught my eye and makes me wonder their intention. I mean when are PC's going to ever face PC's or PC like characters? Meanwhile, the counterspell wars should abate a bit.
It's also just such a weird way to redo counterspell... I think more clarification needs to be requested and given before a full judgement can be reached here.
The counterspell thing is curious since, instead of being something that depends on your skill with magic (or with knowledge of the arcane, more precisely), it is something that depends on your physical resistance. What's the point of that? I don't know, honestly. I don't understand what they mean with that change. Maybe it would have been more logical to make an int save, or your spellcasting ability, right?
The counterspell thing is curious since, instead of being something that depends on your skill with magic (or with knowledge of the arcane, more precisely), it is something that depends on your physical resistance. What's the point of that? I don't know, honestly. I don't understand what they mean with that change. Maybe it would have been more logical to make an int save, or your spellcasting ability, right?
It makes sense because I BELIEVE concentration saves are constitution. So a counter spell is basically trying to break your concentration during the spell casting in order to have it fizzle....
Ooooooh... now I have ideas about a random chart to see how the spell fizzles... :3 (I think they may have ha something like that in a previous edition... like 2e?)
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Analyzing the Wizard class changes in UA5 we noticed that there was an attempt to improve the class, of course with some errors (e.g. Arcane Magic list).
But the recent UA7, in addition to eliminating attempts at improvement, basically reversed the changes and placed the class even in a lower position.
Analyzing the changes:
1) Modify Spell and Create Spell are gone.
Why? They are really cool concepts that needs some tweaks. The argument that they make the sorcerer have less identity is not true. Just look at the 3rd edition. Metamagic Feats were spellcasters' abilities in general, which are now the sorcerer's, but that doesn't mean that other spellcasters can't have abilities that improve their spells. Indeed they must have, as they are spellcasters.
2) Counterspell now requires the target to make a constitution saving throw.
Why would Sorcercer or an Eldrich Knight be better at resisting a Counterspell than another caster like Warlock or Clerics? Another even worse example: 4 Figher/1Wizard is better at resisting counterspell than 5 Wizard.
3) Spell Mastery returns to level 18. Allowing at-will casting of non-action spells, such as Shield, was too powerful
Spell Mastery is very cool concept and reminds me of the old Archmage. Although this skill is extremely cool and flavorful, its a level 18 feature.
In other words, anyone at this level will hardly worry about focusing on level 1 or 2 spells. This nerf to Shield was funny because who will be worried about this at level 18? Serious.
The problem here is that the Wizard's improvements happen at levels that don't make much difference to the overwhelming majority of players.
4) Innate Sorcery empowers your spells' attack rolls and save DCs for a limited time.
What is a Sorcerer spells? All spells from his list?
This Sorcerer ability puts every other spellcaster in the game as a second hand spellcasters. Getting +1 to DC and advantage on every single roll for 10 turns is insane.
Not only did Wizards miss out on two class abilities they could have had, they fell short of their counterpart.
What do you think? What are the community's views?
Modify and create spell really just opened a can of worms WotC was not prepared to face from what I can tell.
Counter spell requiring a save is... interesting. I honestly would like to see a contested roll for counter spell since those are always the most fun to me. Out of every saving throw Constitution does make the most sense to me, though.
Spell mastery is not really a feature that is relevant at most tables anyway given what levels people play at.
Innate sorcery to I agree is problematic, but for different reasons. That is a very strong feature, but it is at first level. In other words, it is entirely reasonable to dip sorc on really any spellcaster. The sorceror spell list in 5e was just the wizard spell list but worse as well, and it sounds like WotC is returning it to being that way.
Edit: I reread the playtest document and it appears that this only effect sorcerer spells (spells you pick up from taking levels in sorcerer). This is a strong feature, but can only be used twice per long rest.
TLDR, I am not worried about wizards being a weaker sorcerer. They simply get more and better spells and spells are the strongest thing a class can do as it currently stands.
Also, was there supposed to be spell lists printed in this playtest?
Yeah, I thought something like an Arcana check would be better, but then, of course, there's lots of casters who don't have arcana. So maybe a save based on the casting stat, whatever that may be.
Spells are already broken, and rules favor players. Create your own or modify spells would be beyond broken and shift that dm/player divide into realms unheard of.
On Counterspell, more importantly perhaps, if you successfully counter the spell, they don't lose the spell-slot either. So, as it stands right now, isn't it more of a "Delay Spell", since they can just cast it again next turn (you know, barring having been destroyed by the rest of your party), while you are out a 3rd-level slot.
Create Spell was the most interesting and thematic thing they could've done to the Wizard and they just tossed it out without even trying to balance it. Deeply disappointing.
Counterspell turned stupid for me.
I expend my magic to neutralize theirs, and they can just... try again next turn, given its still alive, since the slot is not expended. Also, why should it be a saving throw, the caster is trying to unwind the woven magic using a spell meant to unravel it. If anything it should trigger a contested Arcana check, not a saving throw.
Modify Spell would have been great. I don't mind Create Spell going.
Honestly, that still favors the players more than the mobs. Your typical enemy caster is going to get something like 3 or 4 turns in, so a delay is still a massive benefit to the party, and at the same time players who get countered will still get their full allotment of casts in for the day.
Counterspell gets annoying, and con save isnt.... the worst... (or maybe it is... https://rpg.stackexchange.com/questions/133381/what-is-the-distribution-of-monster-save-proficiencies though the list isn't spellcaster specific)
I mean I would have guessed a forcing a charisma save would probably be best for your caster, as most foes are ugly AF, but apparently intelligence is the low stat.
It is a hell of a nerf though, and the bit about expended slots is.... Laughable. If you et countered, you should lose the slot though I wonder if it's not to somehow help the players based on how monster/foe spellcasting sometimes works instead of casters... (no slots, just casts per day).
I really like the Memorize Spell level 5 feature. At my table I'm going to let Wizards have that right at first level.
oh flipping BullS*** wizard main #5677532134555667. When spell versatility came out it was cried about in a sea of tears over how a sorcerer could over the course of weeks change their spell list around and how much it stepped on the identity of wizards being the flexible casters. When UA5 landed it was cried about how having the same list but much more heavily restricted (still only 15 spells known) made the wizard pointless because now sorcerers had all the spells available to them and the wizard had nothing.
So yes giving wizards METAMAGIC through modify spell absolutely treads on the sorcerer and what the sorcerer had to be given after giving up their core identity to make WIZARDS (and all other casters) more enjoyable
Really cheeses me off how much quality of life has been denied Sorcerers because "OH NO BUT THE POOR WIZARD!!!" but when something is proposed and removed because it does the EXACT same thing to another class here comes the Wizards trying to say it totally wasn't taking from the other class.
Also I'm sorry but if you think +1 spell DC and advantage on spell attacks for a minute twice per day is insane... I dunno what to tell you, Arcane recovery flat out restores spell slots for no cost at all. What's truly going to be better? +1 spell DC or dropping more counter spells, hastes, or like another wall of force? It's legit just making your primary stat 2 higher for a minute (actually no its not since you won't get the other benefits). Spell attacks are also generally the least effective types of spells to be hurling
What a rude feedback. Try hard next time to be more constructive.
Innate Sorcery is insanely strong. Spell DCs is key for spellcaster, if some how you can get it higher, do it ! (BTW Sorcerers already have HEIGHTENED SPELL, one of the best things to pair with your spell).
You missed the point here. So let me try to explain to you.
This topic is not about nerfing Sorcerers, is to make every spellcaster paired with each other and fun.
Wizards is one of the most iconic class in D&D, I bet everyone can name one famous Wizard. Not the same happens to others classes. So just make the class fun, not only the spell list.
Its hard to be constructive when it comes across as wizard whinging, you claim Metamagic is not the sorcerers identity.. so what is their identity? Being more restrictive wizards? That's not a fun identity if the point by you is to make classes fun
Also again no its not insanely strong, its +1 spell save dc. it's essentially being Cha 18 for 2 minutes a day instead of Cha 16, but ONLY in regards to your spell dc, nothing else is increasing by that +1. It's decent to good sure, because as you said spell DC's are the key thing that will stop your spells but legendary resistance still doesn't care and its an ability you have to roll out before casting the spell in question as well, not a reactionary benefit etc. So it's impact will literally only be if the target fails by 1 when it's running. That is not insanely strong, your knee jerking
Again, good luck finding a DM that will let you create whatever bullshit spell you want when 75% of them want to nerf half the existing spell list.
You have no idea how broken that sort of a "feat" is.
Innate Sorcery literally increases your odds by flat 5%. 5% is insanely strong? Really?
An interesting and potentially thorny point for the new Counterspell, since WotC decided to phase out spell slots on NPC blocks. How does innate casting and other non spell slot using instances interact with the refreshment of spell slots? There's obviously the by the letter of the effect interpretation that innate casts are still consumed, but honestly seems to me like RAI is that it should function in the same manner as spell slots.
This is what I was both alluding to and getting at when I mentioned it.
The annis hag, for example, has a 3 per day spell. That's not really slots.... or are they? If they aren't, then it favors players tremendously though I hadn't checked official content to see about npc's. My assumption was that they would be built like characters, and then you only need to face off against statted casters your DM might brew up
It's just a weird wording that caught my eye and makes me wonder their intention. I mean when are PC's going to ever face PC's or PC like characters? Meanwhile, the counterspell wars should abate a bit.
It's also just such a weird way to redo counterspell... I think more clarification needs to be requested and given before a full judgement can be reached here.
The counterspell thing is curious since, instead of being something that depends on your skill with magic (or with knowledge of the arcane, more precisely), it is something that depends on your physical resistance. What's the point of that? I don't know, honestly. I don't understand what they mean with that change.
Maybe it would have been more logical to make an int save, or your spellcasting ability, right?
It makes sense because I BELIEVE concentration saves are constitution. So a counter spell is basically trying to break your concentration during the spell casting in order to have it fizzle....
Ooooooh... now I have ideas about a random chart to see how the spell fizzles... :3 (I think they may have ha something like that in a previous edition... like 2e?)