I'm still quite inexperienced DM so please help me out. One of my players is playing a sorcerer class and assumed that you can change sorcery points 1:1 to spells and there would be no spell level limitations. I didn't know there to be any problems to that at first but now I looked the sorcery point part of sorcerer class and it seems we have played with wrong rules. So do you have any advice, is there a rule or feat or something that would allow this? Or have I misunderstood something? If the rules don't allow this I'm personally against using sorcery points this way since my players have +10 lvl characters and the spells aren't low damage anymore. Also, if I do allow my player to continue this (since I've allowed it previously it does feel that I'm being unfair and nerfing her character mid game if I forbid it now) do you think that it would make sorcerer class too overpowered because of the huge increase in spells she can use?
How ‘bout you ask her about it? Say you made a mistake and didn’t realize that you weren’t playing with the proper rules. If she reacts similarly to you, then she’ll likely switch to the normal rules of her own accord.
Edit: At 20th level, your Sorcerer would be able to cast Wish 12 times per day.
No class can, nor should, be able to cast multiple 9th level spells in the same adventuring day (generally speaking). The Sorcerer class' limitation of creating 5th level spell slots resolves this High Magic imbalance. The unequal exchange of Sorcery Points to Spell Slots helps to keep them in check in other capacities.
Letting the Sorcerer use their SP in this way is extremely unbalanced. However, rather than [totally] nerfing it mid-game, you could explain the mistake to the group, [reinstate the 5th level cap], and give everyone a boost to make it more fair. For example, give everyone a 4th Attunement slot, and give the sorcerer a specific item that allows them to do what they do. That way, they have the choice to unequip that particular 'special ability' at some point in the future, if they so wish.
One of my players is playing a sorcerer class and assumed that you can change sorcery points 1:1 to spells and there would be no spell level limitations.
What does this even mean? Did you mean that you would let them turn level 3 spell slots into a level 6 slot? If so, yeah you missed 2 or 3 rules for sorcerer that is over powered and will only get more out of hand as they level up.
I suggest using the sorcery point to spell slot conversion table in the class description and also using the level 5 cap in the same description.
Thanks for answering me. For clarification, my players are level 11 at the moment so they can use one spell of max 6th level. I don't think there has been much over using with those since they just leveled up and tend to save their high level spells. The mistake we made was that somehow my player and I had not read sorcery point rules too well (she hadn't played the class before and neither have I) so I just recently realized it might not be by the book if she uses one sorcery point to cast a 4th level spell.
I did explain to my player we had made a mistake and that we should correct it but she wasn't too happy about it. I kind of understand why it makes her feel bad since this hasn't been a problem before and now she needs to adjust her playing and probably feels that her character isn't very useful anymore, which isn't true.
Edit: At 20th level, your Sorcerer would be able to cast Wish 12 times per day.
No class can, nor should, be able to cast multiple 9th level spells in the same adventuring day (generally speaking). The Sorcerer class' limitation of creating 5th level spell slots resolves this High Magic imbalance. The unequal exchange of Sorcery Points to Spell Slots helps to keep them in check in other capacities.
Letting the Sorcerer use their SP in this way is extremely unbalanced. However, rather than [totally] nerfing it mid-game, you could explain the mistake to the group, [reinstate the 5th level cap], and give everyone a boost to make it more fair. For example, give everyone a 4th Attunement slot, and give the sorcerer a specific item that allows them to do what they do. That way, they have the choice to unequip that particular 'special ability' at some point in the future, if they so wish.
Thanks for the advice. I think ruling the 5th level cap and giving my sorcerer a specific item and others an extra attunement slot will probably be the best solution to this. Our campaign hasn't been encounter heavy so I don't think that this mistake has broken the game or been a huge problem so far.
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Hey
I'm still quite inexperienced DM so please help me out. One of my players is playing a sorcerer class and assumed that you can change sorcery points 1:1 to spells and there would be no spell level limitations. I didn't know there to be any problems to that at first but now I looked the sorcery point part of sorcerer class and it seems we have played with wrong rules. So do you have any advice, is there a rule or feat or something that would allow this? Or have I misunderstood something? If the rules don't allow this I'm personally against using sorcery points this way since my players have +10 lvl characters and the spells aren't low damage anymore. Also, if I do allow my player to continue this (since I've allowed it previously it does feel that I'm being unfair and nerfing her character mid game if I forbid it now) do you think that it would make sorcerer class too overpowered because of the huge increase in spells she can use?
Many thanks if you answer.
How ‘bout you ask her about it? Say you made a mistake and didn’t realize that you weren’t playing with the proper rules. If she reacts similarly to you, then she’ll likely switch to the normal rules of her own accord.
Edit: At 20th level, your Sorcerer would be able to cast Wish 12 times per day.
No class can, nor should, be able to cast multiple 9th level spells in the same adventuring day (generally speaking). The Sorcerer class' limitation of creating 5th level spell slots resolves this High Magic imbalance. The unequal exchange of Sorcery Points to Spell Slots helps to keep them in check in other capacities.
Letting the Sorcerer use their SP in this way is extremely unbalanced. However, rather than [totally] nerfing it mid-game, you could explain the mistake to the group, [reinstate the 5th level cap], and give everyone a boost to make it more fair. For example, give everyone a 4th Attunement slot, and give the sorcerer a specific item that allows them to do what they do. That way, they have the choice to unequip that particular 'special ability' at some point in the future, if they so wish.
Wait, what did you even change?
What does this even mean? Did you mean that you would let them turn level 3 spell slots into a level 6 slot? If so, yeah you missed 2 or 3 rules for sorcerer that is over powered and will only get more out of hand as they level up.
I suggest using the sorcery point to spell slot conversion table in the class description and also using the level 5 cap in the same description.
Thanks for answering me. For clarification, my players are level 11 at the moment so they can use one spell of max 6th level. I don't think there has been much over using with those since they just leveled up and tend to save their high level spells. The mistake we made was that somehow my player and I had not read sorcery point rules too well (she hadn't played the class before and neither have I) so I just recently realized it might not be by the book if she uses one sorcery point to cast a 4th level spell.
I did explain to my player we had made a mistake and that we should correct it but she wasn't too happy about it. I kind of understand why it makes her feel bad since this hasn't been a problem before and now she needs to adjust her playing and probably feels that her character isn't very useful anymore, which isn't true.
Thanks for the advice. I think ruling the 5th level cap and giving my sorcerer a specific item and others an extra attunement slot will probably be the best solution to this. Our campaign hasn't been encounter heavy so I don't think that this mistake has broken the game or been a huge problem so far.