Balancing Wizard & Sorcerer Using Unearthed Arcana Rules [Archive] - Wizards Community

Post/Author/DateTimePost
Steelcrystal

05-15-04, 07:27 PM
In the next campaign I'm running, I plan on utilizing several of the variants out of Unearthed Arcana. The most notable for Wizards and Sorcerers are the Wound Point/Vitality System, and the Spell Point System with the Vitalizing variant. I will be using these variants as they are written in UA.

I'm making certain house rule changes to the two classes as well, changes which are mostly due to the flavor of the campaign and my particular spin on the two classes. These changes are as follows:

Sorcerer: Sorcerers receive Eschew Material Components as a bonus feat at 1st level, as mundane spell components are unnecessary in sorcery. A sorcerer may never take the Scribe Scroll feat, as the process of imbuing a scroll with arcane power is an entirely thaumaturgical one. Sorcerers are capable of deciphering scrolls, however, and unlocking the energy stored in them. As such, they are able to cast spells from scrolls as normal.

Wizard: A wizard may never take the Eschew Material Components feat, as spell components are essential to wizardly thaumaturgy. Thaumaturgy is somewhat more potent than Sorcery, however, and a wizard’s spells are cast at +2 DC.


I had already decided to make the house rule changes to the two classes prior to the release of UA, and I am sure I wish to use the variants from UA in addition to these changes. My main concern is that, looking at the interactions of these new variants AND the changes I've made, the Sorcerer is still going to be less powerful in the long run than the Wizard. Currently, I am rather stumped as to what I could do to raise the Sorcerer to the level of the Wizard in light of these changes I plan on imlpementing. I would appreciate any suggestions you may have on the subject.

One idea I had was raising the Sorcerer to a d6 hit die, since they don't have to spend their days slaving away over books and getting no exercise. Another was giving them a few extra metamagic feats as they level up, though perhaps not as many as the Wizard.
Retsej Esiw

05-15-04, 09:16 PM
Sounds good except for the plus two to the Wizard's DC. No, no. Two is a 10% difference early on in the game. It's also the difference between a level 9 and level 1 spell, but only if you're bad at math.

Maybe a plus 1...
MithrilWyrm

05-17-04, 10:22 PM
I'd say ignore the eschew materials feat... it only really exists as an afterthought. We're specifically told that mundane components are negligable, so why even bother? Because someone noticed that a "stilled" spell still required material components...

D'oh.

So while it's good for flavor, it really adds very little strength to the class. I'd say, carry it to the ultimate conclusion. Wizards, as they never can shed the requirement for material components and the manipulation thereof, can never take Still Spell, but do not require it as a prerequisite for any other metamagic. Let Sorcerors get it for free at some point, maybe level 4, and give them Silent Spell four levels later as a bonus. Possibly Quicken after that, just so they don't have to waste a slot on it to get at it's more useful followups, and maybe one more at 16.

It has the feel of casting coming more and more naturally to sorcerors as the mature, while not negating the benefits of a wizard's study in sheer number of metamagic feats.

Then give the wizards their +2 DC and otherwise leave the poor book-addled casters alone. Personally, as a fan of the Sorceror I'd be happy with that, and would be happier than with the d6 hit die.

But, as ever, this is all IMO. You really should talk to a wizard afficionado and get their take as well.
Thelon Fairblade

05-18-04, 09:00 AM
First, the wizard's +2 DC no no no no no. 3.5e nerfed Spell Focus from +2 to +1, and that was a *feat* and only affects *one* school.

Plus, the wizard is nigh-universally considered a more-powerful class than the sorcerer. so you're giving the wizard's spells more oomph (which he can do with his bonus feats, and the sorcerer can't), and in exchange the sorcerer gets... to not have to spend 50 gp once on a component pouch? The only way this is a power up for the sorcerer in any way is if he gets to ignore the 250gp cost for Stoneskin and other expensive components.

Second, I like the Still, Silent, Quicken idea for sorcerers. My own home-brew sorcerer gets these (actually Still, Silent, and Empower) to show that his mastery of sorcery jsut means it takes a little more "effort" (higher spell level) to pull off spells wihtout the crutches of gestures and incantations...
Steelcrystal

05-18-04, 04:19 PM
I posted this topic over on the classes board as well, and it has undergone some intense debate over there. I've made changes to both classes. I appreciate the input you guys have given, if you're still interested in the subject, take a look over here:

Balancing Wizard & Sorcerer Using UA Rules (http://boards1.wizards.com/showthread.php?s=&threadid=240598)
Omega13

05-20-04, 07:32 PM
Run by everything in the first post, except instead of +2 DC for the wizard, reduce the XP cost for scribing scrolls by half.(only from the gp cost of the scroll, not the spell itself, so wish would still take 5k XP to cast.)
The Cosmic Goose

05-21-04, 08:16 PM
Heres what i do to balance the entire thing.

Sorcerers and Bards get bonus spells added to thier "known" lists. +2 for bards, 3 for Sorcerers.

Sor/Bards dont Vitalize, Wizards clerics and druids do.

Wiz/Clr/Drd have to pay +1 SP to increase the caster level of -any- spell they cast, damaging or no. Sorcerers/Bards dont?

Wiz/Clr/Drd, these classes spells known for each level top out at one less then normal. (I.E., the wizard usualy tops out at being able to cast 4 1st spells, instead, they now get three)
Masterful_Norg

05-22-04, 01:15 PM
Here's what I do to ballance the Sorceror in my games.
Eschew materials comes free at first level.
Blow up the Archmage by strapping bombs to the his robe of eyes. Give high arcana to the Sorceror every 4 levels.

or

Make the Sorceror's caster level increase by an extra +1 every 5 levels (with no epic progression).
Masterful_Norg

05-22-04, 01:18 PM
Here's what I do to ballance the Sorceror in my games.
Eschew materials comes free at first level.
Blow up the Archmage by strapping bombs to the his robe of eyes. Give high arcana to the Sorceror every 4 levels.

or

Make the Sorceror's caster level increase by an extra +1 every 5 levels (with no epic progression).