| Post/Author/DateTime | Post |
|---|---|
| #1ZerothOfTheLawMar 30, 2009 0:01:51 | Cosmic Sorcerer It looks pretty neat, including the generic bonus damage to /all/ attack rolls. The phases is a pretty neat mechanic, and the powers are interesting, with lots of controllery effects. Also the other kind of sorcerer is the storm magic sorcerer. Should be interesting, but don't we already have enough focus on thunder and lightning? |
| #2Crimson_ConcertoMar 30, 2009 0:02:39 | I really like the whole phases thing. It's a cool idea. |
| #3halfricanMar 30, 2009 0:10:34 | Starlock is ******... |
| #4KoboldAvengerMar 30, 2009 0:20:29 | Starlock is ******... The starlock gets a crit of 18-20 on a large number of their powers if they pick the right paragon path or rod, they are hardly made obsolete by this sorcerer source. |
| #5zerograceMar 30, 2009 0:21:02 | I think its a mistake to realise anything for the new classes already. I mean they just came out last month and their not good enough? this could have been saved for a later suppliment. I can understand classes such as Swordmage, Wizard, and Warlock getting a boost in the arcane power book. but the Sorc hardly needs it, and it just came out! it seems a little silly to me. |
| #6GhostStepperMar 30, 2009 0:30:10 | I think its a mistake to realise anything for the new classes already. I mean they just came out last month and their not good enough? this could have been saved for a later suppliment. I can understand classes such as Swordmage, Wizard, and Warlock getting a boost in the arcane power book. but the Sorc hardly needs it, and it just came out! it seems a little silly to me. What is the alternative though? Wait over a year for Arcane Power 2 and leave the sorcerer and bard in the dust until then? Its makes much more sense to keep all the supplimentary stuff coming out at the same time, if possible. |
| #7RavenmancerMar 30, 2009 0:46:31 | I think its a mistake to realise anything for the new classes already. I mean they just came out last month and their not good enough? this could have been saved for a later suppliment. I can understand classes such as Swordmage, Wizard, and Warlock getting a boost in the arcane power book. but the Sorc hardly needs it, and it just came out! it seems a little silly to me. The problem, I think, comes from assuming that Sorcerers will be getting a boost in Arcane Power. From the looks of things, they're just getting more options, not necessarily more powerful options. Anyone else think Strength is an odd stat for Cosmic Magic? I can buy it for Dragon Magic, but Cosmic Magic only seems to have it because Dragon has it. |
| #8mplindustriesMar 30, 2009 0:54:00 | The problem, I think, comes from assuming that Sorcerers will be getting a boost in Arcane Power. From the looks of things, they're just getting more options, not necessarily more powerful options. It seems forced, like they could only choose between Strength and Dex, so they picked arbitrarily. It would make more sense as, well, almost any other stat other than Strength or Dexterity. |
| #9Tharag_BoccMar 30, 2009 0:57:54 | Anyone else think Strength is an odd stat for Cosmic Magic? I can buy it for Dragon Magic, but Cosmic Magic only seems to have it because Dragon has it. Agreed on all counts. I would have preferred that Dragon/Cosmic sorcerers used CON for their secondary stat. It seems that they use STR only because it makes dragonborn into perfect dragon sorcerers, which maybe they should, but by that logic tieflings should be the perfect infernal warlocks. Also, if Cosmic was CON secondary it would line up much better with starlocks, making for some highly flavorful multiclassing. Otherwise, this class option looks good. Though more importantly I'm looking forward to the storm sorcerer. Maybe that option will finally let me upgrade my old halfling warmage to 4e (he had a bit of a thunder & lightning fetish). |
| #10the_badger_02Mar 30, 2009 1:40:11 | Starlocks seem to be more in tune with the intelligences in the outer realms of the stars, meanwhile the Cosmic Sorcerer seems to be more in tune with the natural cycles of the cosmos. They're using the natural energy given off by the alignment of the planets rather than bettering the goals of some Elder God. |
| #11thescalesoffateMar 30, 2009 2:44:55 | Cosmic Sorcerer Huh? ![]() |
| #12Titanium_DragonMar 30, 2009 2:46:50 | I don't really like it because it seems overly complicated to me. You have to keep track of your phase, and it changes how well your powers work... just don't like that all that much. I KNOW people will constantly forget which phase they're in, and forget to reset their phase after a short or extended rest. |
| #13RavenmancerMar 30, 2009 6:04:41 | I don't really like it because it seems overly complicated to me. You have to keep track of your phase, and it changes how well your powers work... just don't like that all that much. It's only a hair more complicated than a Wild Magic sorcerer remembering what element he's resistant to today. |
| #14TheLoneClericMar 30, 2009 7:02:57 | Wait for it, odds are we'll see a feat that lets you set the phase when bloodied. Also did you notice the additional Sorcerer power mentioned but now explored. Storm Magic! |
| #15sallaMar 30, 2009 8:06:44 | It's only a hair more complicated than a Wild Magic sorcerer remembering what element he's resistant to today. Three index cards, numbered in the corner (or just saying 'go to phase of the X') with the rules text on them. Seems pretty easy. I'm hoping Storm Magic is just what it says on the tin and it's for the DEX-based sorcerer build. That's what I really wanted out of the druid, but they got too much tree-y stuff in there to do a dedicated weather-caster. |
| #16TheLoneClericMar 30, 2009 8:12:49 | I'm hoping Storm Magic is just what it says on the tin and it's for the DEX-based sorcerer build. That's what I really wanted out of the druid, but they got too much tree-y stuff in there to do a dedicated weather-caster. I see loads of Thunder, Lightining, and push attacks. |
| #17sallaMar 30, 2009 8:20:06 | I see loads of Thunder, Lightining, and push attacks. Yeah, but there are a few levels without any Thunder or Lightnings. Just annoys me. ![]() |
| #18kamikazegerbilMar 30, 2009 9:12:36 | And I thought Wild magic was very controller-esque. ![]() Not a complaint mind I'm absolutely loving the flavour. I've already come away from the excerpt with a fully-fleshed charachter concept so all good. |
| #19LordArchaonMar 30, 2009 10:26:01 | I'm more than just ****** off by the Str secondary. It really has nothing to do with the flavor. Any other ability would have been better and I'm really ashamed that the developers didn't see this, or even worse did ignore it. Fortunately, it's just as easy as changing it. Then another bad thing: while now curious about storm magic, I don't like this silly approach of "the power of this - the power of that". Wild magic and Dragon magic, I'm sure you'll notice, are in an entirely different semantic-sphere. Cosmos gets close to them if you think that astrology has a magic-like feeling, but Storm? It should be something very planar-themed to stay a bit in line. Plus, given that the spell source of the sorcerer is supposed to be, or have at least the possibility to be something completely innate or tied to his/her bloodline, I really don't see this for "Cosmic magic" or "Storm magic". It really sounds childly, just like the Warden at-will powers, the other thing that bugs me for its "childliness" among new things (must have been the same designer of these new sorcerer spell sources...). How is one supposed to be having "the magic of the cosmos in its blood"? Ok, maybe he was born during an eclipse or such, but it's already like stretching things. Good luck explaining how can you have "storm blood"... I think there was no (thematic and mechanical) room for two new spell sources. They could have brought out a single spell source and tied to Con or Int, and they would have made something better. Alternatively, if they wanted to stick to Str and Dex and give us two, first think about what could be tied to Str and what to Dex. Dragon Magic and Wild Magic are cool because they really represent "strong magic" and "nimbleness-requiring magic". But since I can't seem to come up with ideas for what these spell sources could have been, and it's worrying if I can't come up with such things, I think they could have really been better doing only one spell source, Cosmic if they wanted, but with a right key-ability. |
| #20kamikazegerbilMar 30, 2009 10:49:26 | The one thing about how the fluff surrounding sorcerers' innate abilities is that it seems to have been left intentionaly vague. One thing that struck me was that it is no longer a bloodline thing. It doesn't even have to be something that happened before or at birth. Exposure to certain forces even in adulthood can create sorcerers now. Or it can be left vague in character. Your character may not truly understand why they have this power. They may even be an adventerer in the hopes their travels will help them understand their abilities. It's all down to you and your GM. It gives scope for interesting backgrounds (although on the flipside it gives way for backgrounds riddled with cliches but that a player/taste issue). I know however some don't like needing to explain such core elements of their class. Nothing wrong with that, it can be nice to have something to build a concept off which the 4e sorcerer lacks. It would have been a good idea to give some examples for players to work from as the PHB2 did for Dragon and Wild magic. I'll also admit strength seems and odd fit. Knowing nothing of the Storm Magic I'd be inclined to say that sounds more strength based, with dexterity fitting cosmic magic better (while still not being a perfect fit). |
| #21ZerothOfTheLawMar 30, 2009 11:49:59 | Huh? Cosmic Power: You gain a bonus to the damage rolls of arcane powers equal to your Strength modifier. The bonus equals your Strength modifier + 2 at 11th level and your Strength modifier + 4 at 21st level. Thats potentially 3-4 damage for every single damage roll, between level 1 and 11. By 21st level, you'll be doing 7-9 extra damage for every single damage roll. Thats huge. |
| #22mplindustriesMar 30, 2009 12:12:27 | Thats potentially 3-4 damage for every single damage roll, between level 1 and 11. By 21st level, you'll be doing 7-9 extra damage for every single damage roll. Thats huge. Isn't that the same as the Draconic and Wild magic damage ability? What's different? |
| #23the_badger_02Mar 30, 2009 12:16:21 | Nothing's different, I'm somewhat convinced Zero is unfamiliar with what sorcs do. |
| #24HaldrikMar 30, 2009 12:26:48 | The Sorcerer is a Striker - but it gets Controller effects. Thats ok. But I hope they define precisely the roles. Soon. For me, the Controller (who alters the stats and locations of the enemies) is the opposite of a Leader (who alters the stats and locations of allies). Neither the Controller nor the Leader is really a 'role', but is really a template that suppliments another role. Leaders tend to suppliment the 'Soldier' role (like Cleric and Warlord). Controllers tend to suppliment the 'Artillery' role (like Wizard) or the 'Soldier' role (like Defenders, like Fighter, who alter the stats and positions of enemies). So, this Sorcerer would a Striker/Artillery with a Controller template. |
| #25HaldrikMar 30, 2009 12:50:29 | The Sorcerer uses Strength - for magic. I actually like it. Strength has always been a monotonous ability. The designers need to reflavor what 'Strength' is, for it to make sense, but I like expanding its functionality into areas beyond weightlifting. Attempts to parallel the mental and physical stats never quite work. But they help get some sense of the flavors and potential functions. Str - Physical force (larger-than-life influence over physical environment) Cha - Mental force (larger-than-life influence over mental environment) Dex - Physical speed (reflex) and precision (balance) Wis - Mental speed (perceptive intuition) and precision (perceptive senses) Con - Physical toughtness (hp) and endurance (second wind) Int - Mental toughness (knowledge) and endurance (logical problem solving) The above parallels wouldnt replace the modifier pairings (Str-Con, Int-Dex, Wis-Cha) because the difference between the physical and mental realms spins how the stat actually functions. (Personally, I think the traditional six abilities could streamline into four: Str and Int for force, Dex and Wis for agility. But thats another thread.) Anyway, if Strength means 'physical force', then this ability could apply to the physical force of magical effects as well. |
| #26Crimson_ConcertoMar 30, 2009 13:41:35 | Dex - Physical speed (reflex) and precision (balance) You have these backwards. DEX and INT go together while CON and WIS go together. As CON is what keeps you from physically resisting outside forces (HP, Endurance), WIS is what keeps you from mentally resisting outside forces (Perception, Insight, devotion), and as DEX measures your physical reason time, accuracy, precision, speed, and flexibility, INT measures you're mental reaction time, accuracy, precision, speed, and flexibility. |
| #27cadfanMar 30, 2009 14:45:29 | Yeah, but there are a few levels without any Thunder or Lightnings. Just annoys me. Remember, the Storm Sorcerer is going to be in a book with a whole bunch of new sorcerer powrs. |
| #28HaldrikMar 30, 2009 15:10:25 | Crimson: You have these backwards. DEX and INT go together while CON and WIS go together. As CON is what keeps you from physically resisting outside forces (HP, Endurance), WIS is what keeps you from mentally resisting outside forces (Perception, Insight, devotion), and as DEX measures your physical reason time, accuracy, precision, speed, and flexibility, INT measures you're mental reaction time, accuracy, precision, speed, and flexibility. Dex-Int go together, as far as modifiers. Yes, I have no problem with that. But Dex and Int modify the Reflex save for different reasons. Dex has the physical agility to respond reflexively to an enemy action. However Int has amassed knowledge to remember/deduce the characteristics of the enemy and thus anticipate the enemys most likely action. ... Traditional D&D gave 'will power' to Wisdom and gave nothing to Charisma. Charisma was supposed to be 'force of personality', but defacto meant little more than goodlooks, which was absurd, since Charisma is a mental ability, not a physical ability. Per traditional D&D, Wisdom that gets 'will power' is more like Constitution that gets 'endurance'. But the traditional system was always highly problematic. D&D 4e tries to make all the abilities equally useful. As such, both Wisdom and Charisma get the 'Will defense' bonus. Because Charisma has always been associated with 'force of personality' - influence and impact - its flavor works better as 'mental force' generally. Meanwhile, Wisdom has always been associated with 'good judgment' being mental balance, 'Perception' being mental accuracy, and 'insight'/'intuition' somewhat like mental reflex. As such, Charisma better parallels Strength, and Wisdom better parallels Dexterity. For example, if a charm effect hits a character, the characters high Charisma is a mental force that can counter the mental force of the charmer. By contrast, the characters high Wisdom can perceive this influence is hostile, destabilizing, and foreign and thus mentally dodge it. |
| #29the_badger_02Mar 30, 2009 15:26:42 | Con - Physical toughtness (hp) and endurance (second wind) I don't see how logical problem solving has anything to do with mental endurance. It seems to me that with a puzzle one must feel out everything, be able to put it all together, and be flexible and look at things from every angle. In other words have mental dexterity. As for Will, using wisdom is to resist things by locking your mind down from mental assault, while using charisma is to directly force it out. |
| #30HaldrikMar 30, 2009 15:37:55 | Badger: I don't see how logical problem solving has anything to do with mental endurance. It seems to me that with a puzzle one must feel out everything, be able to put it all together, and be flexible and look at things from every angle. In other words have mental dexterity. In reallife, 'intelligence' means everything from trivia, to mathematics, to spacial rotation, to musical talent, to social empathy, and so on. In D&D, 'Intelligence' refers to a specific aspect of intelligence - especially memory and knowledge of obscure trivia. So in D&D, Intelligence equals the amassment of knowledge. In D&D, 'problem solving' would utilize any of the mental abilities. Intelligence to remember a known solution or to deduce one by playing out possible scenarios. Wisdom would perceive a clue or intuit a new way at looking at the problem. Charisma would simply impose a solution on the problem and make it work. As for Will, using wisdom is to resist things by locking your mind down from mental assault, while using charisma is to directly force it out. I agree: 'Charisma is to directly force it out'. In other words, Charisma = Strength. I disagree: 'Wisdom is locking down your mind'. Rather, Wisdom is the ability to 'perceive', which is the OPPOSITE of 'locking down your mind'. |
| #31Acarg52Mar 30, 2009 15:50:31 | Good luck explaining how can you have "storm blood"... I'm a genasi, that's how I have storm blood! |
| #32RavenmancerMar 30, 2009 16:00:21 | I understand Strength for Dragon Sorcerers. Dragon Magic utilizing brute force is awesome and thematic. I just don't see why Cosmic Magic should be applying brute force. Is the act of casting supposed to feel like physically pulling down the stars? |
| #33Crimson_ConcertoMar 30, 2009 16:06:17 | Haldrik, I disagree.Dex has the physical agility to respond reflexively to an enemy action. However Int has amassed knowledge to remember/deduce the characteristics of the enemy and thus anticipate the enemys most likely action. No way. The reason INT is used is that, just as DEX measures the speed of physical reaction, INT measures the speed of mental reaction. Traditional D&D gave 'will power' to Wisdom and gave nothing to Charisma. Charisma was supposed to be 'force of personality', but defacto meant little more than goodlooks, which was absurd, since Charisma is a mental ability, not a physical ability. I completely agree. That's why in 4E, Will can either be modified by WIS or CHA, WIS being if you choose to simply mentally resist the attack, like a STR attack acting against your CON to determine the victor, or CHA if you choose to meed force with force, like an opposed STR check to determine the victor. Per traditional D&D, Wisdom that gets 'will power' is more like Constitution that gets 'endurance'. But the traditional system was always highly problematic. Not in this case. The reason that WIS is like mental CON is that WIS in D&D is the defensive willpower, devotion and stubbornness, and measures your mental ability to resist being acted upon by an outside mental force, just like CON is the defensive fortitude and measures your physical ability to resist being acted upon by an outside physical force. Meanwhile, Wisdom has always been associated with 'good judgment' being mental balance, 'Perception' being mental accuracy, and 'insight'/'intuition' somewhat like mental reflex. I don't even follow your logic to how in the world Perception and Insight are anything at all like mental accuracy or reflex. Perception and Insight are both passive and defensive skills that measure resistance to your mental interpretation being acted upon by outside manipulation. Resistance to mental manipulation is WIS just as resistance to physical manipulation is CON. For example, if a charm effect hits a character, the characters high Charisma is a mental force that can counter the mental force of the charmer. By contrast, the characters high Wisdom can perceive this influence is hostile, destabilizing, and foreign and thus mentally dodge it. No, the character's high WIS simply stands as an obstacle that the charmer must overcome in order to mentally manipulate the character. You don't dodge the hit; you take it. It's just not strong enough to actually mentally affect you, shaken your resolve or manipulate your faith and devotion, the same way that when an attack targets Fortitude and you oppose it with CON, you take it and simply shrug off the affect to keep it from physically manipulating you, not allowing it to shaken your physical body or stance. This is the same reason why Sanity systems always base your Sanity Points, you mental HP if you will, off of your WIS, the same way that your physical HP is based off of CON. |
| #34HaldrikMar 30, 2009 17:28:35 | How do you equate 'perception' and 'endurance'?Crimson on Wisdom: You don't dodge the hit; you take it. Being observant means being open. Wise people are the opposite of being closed-minded. They arent dense. Theyr wise ... they see the big picture. How Perception and Insight are anything at all like mental accuracy or reflex. In tradtional D&D, compare Monks Wisdom bonus to AC. The flavor expresses perceptive response time. Wisdom signifies intuiting an attack. (If it related to 'taking' the attack, it would still apply even while immobile, which it does not.) Also compare the Zen Archery feat that substitutes Wis for Dex for ranged attacks. It represents intuition, perception, and holistic accuracy. The 'will power' or 'obstenancy' aspects of traditional Wis, now belong to Cha in 4e. Im not saying, D&D 4e should pair Dex-Wis for AC and Reflex. Im just saying, Wisdom has a tradition of mental reflex and mental accuracy, which correlates well with perception. |
| #35Crimson_ConcertoMar 30, 2009 18:17:40 | How do you equate 'perception' and 'endurance'? I don't think I did. All I said was that Perception works off WIS as a defense against manipulation of clarity of interpretation. Being observant means being open. Wise people are the opposite of being closed-minded. They arent dense. Theyr wise ... they see the big picture. I agree. How does that counter or even relate at all to what I said? ![]() In tradtional D&D, compare Monks Wisdom bonus to AC. The flavor expresses perceptive response time. Wisdom signifies intuiting an attack. (If it related to 'taking' the attack, it would still apply even while immobile, which it does not.) You misunderstood. I was talking about taking a mental attack, one targeting Will, not a physical one. How WIS applies itself to AC is completely different and more derived than direct, which is exactly why not everybody gets to add WIS to AC. Also compare the Zen Archery feat that substitutes Wis for Dex for ranged attacks. It represents intuition, perception, and holistic accuracy. And again, how WIS applies itself to attack (or really anything it doesn't normally apply to be default) is completely different than its usual method and is in fact more derived than direct. The 'will power' or 'obstenancy' aspects of traditional Wis, now belong to Cha in 4e. No, CHA has always been willpower too, and I see no reason to believe WIS isn't still obstinacy. Even back in 3.5, WIS and CHA were just different kinds of willpower, just as they're different kinds of willpower now. The difference between CHA and WIS is the same as that between STR and CON; they're both physical power, just one is offensively channeled physical power and the other is defensively channeled physical power. Im not saying, D&D 4e should pair Dex-Wis for AC and Reflex. I know you're not, but realize that seems to follow pretty easily from what you're suggesting. |
| #36IronblueMar 30, 2009 18:21:32 | In regards to the discrepancies between physical and mental ability scores, I just... wow. I have nothing to add to the discussion. For what it's worth, I think dex goes with int, and con with wis... but hell. It's not important. However, I would like to weigh in on the strength requirement for the cosmic power source. I like it. I don't presume to be able to predict what feat/power support will come for the whole spell source in AP, but I would suggest you expect feats that allow the cosmic sorcerer to use certain powers as melee basic attacks or at least opportunity actions. The phase mechanic seems to strongly encourage close proximity to melee (must take damage to change phase, must be adjacent to enemies to gain most benefits). Already we see controller effects such as denying shifting, dazing, or restraining the opponent. The Cosmic Sorcerer will use his controlling spells to keep enemies under the weather so that he can deal his steady round by round damage auras and really put the hurt on the enemy melee. It helps that most of his powers target will or reflex, as opposed to the often fort-targetting dragon sorcerer, whom we can only presume prefers to go after softer artillery and skirmishers. Cosmic Sorcs will really be some of the most powerful gishes when multiclassed into defender classes, or better yet, have defender allies nearby to capitalize on their disruption. On the roleplay side of things, someone mentioned it earlier, but I feel it bears repeating. The Cosmic Sorcerer is a man who literally pulls down the weight of celestial bodies onto his targets. How does that not scream strength? |
| #37tiwaztyrsfistMar 30, 2009 18:22:22 | I would REALLY like to have seen Cosmic Sorcerers key off some other secondary stat. Mainly because it seems to me that it too closely apes Dragon Magic this way. It would have had better flavor in my mind if Cosmic keyed off of either Con or Wis instead. Sadly, it's probably far to late for them to change this. Two weeks to release means the books are almost certainly already printed and in the shipping offices. |
| #38HaldrikMar 30, 2009 18:44:46 | Crimson: I agree, ['Wise people are the opposite of being closed-minded']. How does that counter what I said? To me, 'obstenancy' and 'closed-mindedness' are semantically similar. So, if a wise person isnt 'close-minded', then they also arent 'obstenant'. Yet, if Wisdom can 'withstand' an attack because they perceive the big picture, then its more like balance. So, in this case, Wisdom parallels Dexterity. |
| #39Crimson_ConcertoMar 30, 2009 19:23:14 | To me, 'obstenancy' and 'closed-mindedness' are semantically similar. They may be similar in a sense, but they're by no means the same thing. Then can go hand in hand but do not need to necessarily. So, if a wise person isnt 'close-minded', then they also arent 'obstenant'. Untrue. It's perfectly possible to be very devoted and faithful to an ideal while also being open minded. I know plenty of religious people, for instance, who are very resolute and stalwart in their faith but still completely open to people who may disagree with them, myself included in some cases. Yet, if Wisdom can 'withstand' an attack because they perceive the big picture, then its more like balance. So, in this case, Wisdom parallels Dexterity. Your conclusion does not follow from your premise at all. ![]() Premise: Yet, if Wisdom can 'withstand' an attack because they perceive the big picture, then its more like balance. Conclusion: So, in this case, Wisdom parallels Dexterity. I need to see the in between steps of your reasoning there, because that looks very non sequitor. Also, weren't you just saying WIS is used to evade and "dodge" mental assaults rather than withstand them? If they're used to "withstand" as you just said, that's like CON being used to withstand a blow as opposed to evading a blow like DEX. |
| #40sally_jonesMar 30, 2009 19:38:15 | i really hope that storm source keys off strength so i can play a dragon born storm sorcerer descened from some long line of storm drakes or the like. |
| #41Janx_14Mar 30, 2009 20:08:06 | I think they are trying to keep classes to 3 main stats, this means that new builds are likely to use the same abilities that the old builds did (just look at martial power and no wis warlord). Having said that, i think Star..i mean Cosmic Sorcerors should have been dexterity, while storm should have been strength. But i guess storm will be dexterity due to 'lightning' reflexes. |
| #42Crimson_ConcertoMar 30, 2009 20:12:35 | (just look at martial power and no wis warlord). Or INT Rogue. ![]() I honestly really don't like that lack of flexibility they seem to be going with in that regard. I don't see the problem with adding in new possible secondary stats... |
| #43Janx_14Mar 30, 2009 20:20:34 | Sly Trickster actually sounds more like an Int build than a Cha build to be honest, and would make more sense in a martial way. |
| #44LordArchaonMar 30, 2009 22:23:30 | Or INT Rogue. IIIII got it people!! They're just saving them for... ... ![]() ... FUTURE BOOKS!!!......... |
| #45NautilusMar 30, 2009 22:48:59 | I reckon the sorcerer has Strength as a secondary stat so that he can look suitably buff. Having an oiled, muscular chest gleaming beneath the robes is just plain cool for a caster. It puzzled me why cosmic was a Str build, (presumably) unlike Storm, but I guess that a proper cosmic guru dude (or dudette) should be really ripped, so as to attract followers. |
| #46GhostStepperMar 30, 2009 23:11:34 | Or INT Rogue. I see it as a good thing that arent making builds for every ability score for every class. If im making a Str-based build and new powers for another build come out that are also Str-based, i may actually considering taking those. If they came out with a new Int rogue build and a bunch of new Int rogue powers, those powers would absolutely worthless for any current rogues. Keeping the abilities required for a class down to 2 or 3 allows for more versitility because you have a larger pool of viable powers to choose from. |
| #47johnthedm7000Mar 30, 2009 23:13:56 | Perhaps the cosmic sorcerer has strength as a secondary ability score because the sorcerer's power comes from a connection with the rhythms of the natural world-a very physical place. Another connection that I'm seeing is that cosmic sorcerers draw power from the cosmos, a mechanism that is inherently resistant to change. Obviously a sorcerer's main way to impose change on a system is through force of personality (charisma), but brute force is probably also something to be reckoned with to "push the stars into alignment". And push against entropy and stagnation. Storm Sorcerers are likely the opposite of Cosmic sorcerers in that they are kin to the elements of nature that are fleeting and chaotic, and thus need Dexterity to avoid being "out maneuvered" by the forces they seek to control. Hmmm....this brings up the idea of a Luciferian "Bring down the heavens" style Sorcerer with the Cosmic spell source. He is intimately connected with the machinations of the gods (the constellations and tides) but seeks to usurp these rhythms, making the moon and stars move at his whim. He will be lord of the heavens, at any cost! Perhaps a dip into warlock for some infernal powers... |
| #48JohnLynchMar 31, 2009 0:21:44 | By taking the Cosmic Magic spell source (and this is a power directly related to it), you get to choose the benefit instead of rolling? Sign me up. However every time you get bloodied (which can happen quite a few times in combat) it gets changed. |
| #49GrazelMar 31, 2009 0:27:20 | I think the blurb at the start of the excerpt shows the way the 4e sorcerer works. As stated earlier in the thread it's not always a bloodline thing anymore. Sorcerers are just magical prodigies. Wether it be from a bloodline, a fluke exposer to arcane energies, or just some affinity with the forces of the planes. This allows you to go beyond dragon source for sorcerers. What is in common is a tie to chaos. Dragon = Elemental Chaos connections and therefore the nature of dragons. Wild = raw chaotic arcane power. Cosmos = The shifting nature of cosmic cycles. This is not starlocks since they're drawing on the power of the sun/moon/and star cycles not the denizens of the Far Realm. Storm = Just on the name we can assume they're drawing on the chaotic nature of the weather. The rain/snow, wind, thunder, and lightning of the hurricane, tornado, thunderstorm, blizzard and other severe weather. In some ways a sorcerer may be a bit like the warlock. While they haven't made a pact with an entity it's possible they gained their powers by finding a method to 'pledge' themselves to the source of their power. I like how 4e leaves the fluff on many of the classes a bit vague letting one put in their own concepts and making the class choice more flexible and able to fit concepts for the character much better. |
| #50the_badger_02Mar 31, 2009 0:30:47 | However every time you get bloodied (which can happen quite a few times in combat) it gets changed. Not quite. Soul of the Cosmic Cycle: At the end of a short rest or an extended rest, you choose a cosmic phase from those described below and gain its benefits. My emphasis added. But yeah, you still have to deal with a changing resist most likely every combat. Actually that's what makes it very interesting to me. In a way I'd almost be more interested if you could never choose, you had to wait for the cycle to move on, it would make you think ahead as to when you timed your attacks more. |
| #51GrazelMar 31, 2009 0:32:37 | However every time you get bloodied (which can happen quite a few times in combat) it gets changed. Actually the feature says the FIRST time you get bloodied during an encounter. So the phase only changes once per combat if at all, unless there's a power or feat that allows the change to happen. As for between combats you can CHOOSE to change your phase during a short or extended rest but you don't have to. I don't see that as being hard tracking to do, at least no more than tracking healing surges, situational bonuses, and other things. |
| #52JohnLynchMar 31, 2009 4:16:18 | Not quite. Good pick up! I wonder if in the MM2 we'll see some monsters have the ability to mess with a cosmic sorcerer's phase. It might be a highly specialised attack, but it could result in some interesting tactics for the sorcerer's player. |
| #53Titanium_DragonMar 31, 2009 8:27:01 | Three index cards, numbered in the corner (or just saying 'go to phase of the X') with the rules text on them. Seems pretty easy. The issue isn't ease, its remembering to do it at all. Its very easy to forget to reset something after an encounter, getting lost in the shuffle of healing, looting, and exploring the area. |
| #54LordArchaonMar 31, 2009 9:22:33 | I see it as a good thing that arent making builds for every ability score for every class. If im making a Str-based build and new powers for another build come out that are also Str-based, i may actually considering taking those. If they came out with a new Int rogue build and a bunch of new Int rogue powers, those powers would absolutely worthless for any current rogues. Keeping the abilities required for a class down to 2 or 3 allows for more versitility because you have a larger pool of viable powers to choose from. Well, we weren't talking about powers *based* on new stats, but tied to new *secondary* stats. So that this "Int rogue powers" would be useless to (for example) a Brutal Scoundrel no more than the Sly Trickster powers are: you'd just ignore the rider effect based on Int as you'd already ignore the rider effect based on Cha. And I repeat I figured it out, they'll make these kind of things, but only when they'll already exhausted all the possible ways to exploit the current ones. If they're not so cruel as to wait the 3rd series, maybe we'll already see an Int rogue, a Cha fighter, a Con ranger, and a Wis Warlord in Martial Power 2. And maybe in the future, strange technique-like feats will allow a Warlord, for example, to invert the usage of primary and secondary stat. Or same with Ranger, making it a sort of "Zen Ranger" hitting with Wis like an Avenger. Mind you, I'm worried by these kind of things, but after seeing they're pulling out things like Dual Classing, I think we'll see pretty much every possible thing for 4e. Yes, it's going to be bloated soon, but in a different way, since the math will always be "working". The problem will be the sheer, incredible number of options. They will be so much that they'll "tempt" everyone into being a min/maxer, addicted with options, and thus eagerly waiting for every next crunch-book. Sorry, returning on topic. I didn't meant I want a justification for having cosmic power into your blood, since I know they (thankfully) turned away a bit from the bloodline thing. But I'd like to know however how you get to access this new spell source. It's perfectly fine to be vague, but (at least in the preview) they're being way too much vague on this one. Plus, a simple explanation of the Str/Dex divide for sorcerers is that Str sorcerers draw on a power that can (and must) be channeled and is physically straining to channel , while Dex sorcerers draw on a power that more than channeled must be "let flow" but with the right timing. If this makes sense, again I think Str Cosmic and Dex Storm doesn't, but maybe some fluff in the book will try to explain this. Or we'll just swap that out if we really can't come up with a bit of logic. |
| #55klaustheprinceMar 31, 2009 10:54:35 | How many races do you see that get a bonus to Con and Cha? One, which is crappy (half-elf). How many races do you see that get a bonus to Str and Cha? Still one, but it is viable (drabonborn). Not to mention the races with Dex and Cha bonuses (hafling, drow and such). |
| #56mplindustriesMar 31, 2009 11:17:44 | How many races do you see that get a bonus to Con and Cha? One, which is crappy (half-elf). Hey, I like Half-Elves, buddy. Well, ok, only after Versatile Master. |
| #57darkless_oneMar 31, 2009 11:18:57 | How many races do you see that get a bonus to Con and Cha? One, which is crappy (half-elf). Half-Elf Fighter/Ranger/Str Cleric Versatile Master disagrees with your assessment of Half-Elves being crappy. And has the damage/really high ally buff to prove it. |
| #58RavenmancerMar 31, 2009 13:33:36 | The issue isn't ease, its remembering to do it at all. Its very easy to forget to reset something after an encounter, getting lost in the shuffle of healing, looting, and exploring the area. You don't have to reset. You can choose to if you want, but there's no requirement to. |
| #59crazysamaritanMar 31, 2009 14:18:30 | Your conclusion does not follow from your premise at all. The missing step is "dexterity is tied to balance". For me, "balance" is being used incorrectly. Syllogism like "Nothing is better than happiness, a burger is better than nothing, a burger is therefore better than happiness". For Dexterity, balance is the ability to center yourself, hold yourself to one point. .....and the agility to maintain that point when forces attempt to change it. For Wisdom, balance is the ability to open yourself, to spread yourself out. .....and the strength to stay open, when someone attempts to make you lose that focus. |
| #60darkless_oneMar 31, 2009 17:48:21 | Off-topic discussion is off-topic. |
| #61EnclaveMar 31, 2009 22:22:54 | Starlocks seem to be more in tune with the intelligences in the outer realms of the stars, meanwhile the Cosmic Sorcerer seems to be more in tune with the natural cycles of the cosmos. They're using the natural energy given off by the alignment of the planets rather than bettering the goals of some Elder God. The way I viewed it was more along the lines that the Starlocks made pacts with the Great Old Ones while the Cosmic Sorcerer's had it in their blood. They don't need a pact, they have such powers ingrained into their very being. Basically, they hold within them the potential to become one of the mysterious powers beyond the stars. |
| #62the_badger_02Mar 31, 2009 22:34:33 | The way I viewed it was more along the lines that the Starlocks made pacts with the Great Old Ones while the Cosmic Sorcerer's had it in their blood. They don't need a pact, they have such powers ingrained into their very being. Basically, they hold within them the potential to become one of the mysterious powers beyond the stars. I dunno, I still don't see any real connection with any kind of mysteries of the far realm/Elder/Outer Gods or anything else vaguely Lovecraftian. Not that I've got a problem with Lovecraft. |
| #63EnclaveMar 31, 2009 22:39:16 | See the problem there is that you are strictly thinking Lovecraft. While the Starlock has a huge Lovecraft flavour to it, it isn't exactly the same. Once you accept that, well then you can easily get the Cosmic Sorcerer to fit into that mold. |
| #64the_badger_02Mar 31, 2009 23:06:14 | It's not really that. It's the lack of any real reference to any thing vaguely Far Realm. I see the Starlock using the power of the entities out in the stars, while Cosmo Sorcs are the pure power of the stars, as well of the Sun and Moon. Not saying you couldn't use them as such. |
| #65Tharag_BoccApr 01, 2009 0:18:34 | See the problem there is that you are strictly thinking Lovecraft. While the Starlock has a huge Lovecraft flavour to it, it isn't exactly the same. Once you accept that, well then you can easily get the Cosmic Sorcerer to fit into that mold. Indeed, not all starlocks draw their power from cosmic horrors that dwell beyond the borders of reality. Some starlocks are more like magically infused astrologers. They just take it step further and instead of merely looking to the stars to understand the future, they weave threads of arcane force to curse the fate of those that cross them. Starlocks aren't all about creepy tentacles, in fact they didn't even have that many such powers before their expansion in Dragon magazine, starlocks also carry a definite theme of foresight and fate manipulation. Some starlocks make your mind explode by forcing you to bare witness to unimaginable horrors; others just give you glance at the infinite expanse of space causing forcing you to understand just how small and insignificant your existence is. |