The sorcerer?

Post/Author/DateTimePost
#1

project_evolution

Oct 06, 2008 23:59:10
I'm not sure why, but I've always prefered the flavor of the sorcerer over the wizard when it comes to D&D. I've tried for... well, since I found out about 4e to figure out how a sorcerer will be different from a wizard, but I haven't really been able to come up with anything. I remember reading something about how sorcerers have magic that is harder for them to control or something like that (It's been a few months).

So what do you think the sorcerer will be like?
#2

salla

Oct 07, 2008 0:02:20
I'm expecting some kind of random element to be involved. There's a weapon in the Adventurer's Vault that lets you roll a d6 and subtract 3, that result becoming a modifier to your attack roll, or effects get a random damage type (roll d6, 1=Fire, 2=Cold, 3=Acid, etc etc).

I, personally, would find this more annoying than enticing, but that's just me.
#3

Quintarius

Oct 07, 2008 0:03:01
He will be sweetness wrapped in coolness and awesome ^_^
pretty sure that he will be a controler with nice fluff but for the live of me i couldn't guess his class features
#4

sigil_beguiler

Oct 07, 2008 0:11:04
As far as we know right now, the sorcerer is going to be somewhat similar to a "Wild Mage" class.
#5

marius4

Oct 07, 2008 1:40:18
The sorcerer will also (as far as we know) release ambient effects upon casting some or all spells. I can see that as being either a class feature if it's manipulable somehow or as an attribute of specific powers otherwise.

The sorcerer also may have a "leg up on wizards when it comes to learning spells" (R&C, 85). Where wizards get automatic rituals and double dailies and utilities to choose from, maybe the sorcerer will get to choose from multiple encounter or even at will powers.

One cool idea might be some sort of power swapping based on keywords, like replacing X encounter power with the fire keyword with Y encounter power which also has the fire keyword.

The random energy type mechanic mentioned actually seems very plausible. Sorry, Salla! Who knows, though.
#6

Ambiguous

Oct 07, 2008 1:55:04
I imagine something similar to the Barbarian Rampage. When you crit, you can cast an extra spell, or something.

Do we know if it is Primal or Arcane yet? If it is primal look at the Barbarian feel, if Arcane, I'm not sure... Primal seems to suit the Wild Mage feel better, though...
#7

sigil_beguiler

Oct 07, 2008 1:57:23
There was TONS! of speculation that is was gonna be Primal. But we know now it is a Arcane Controller.
#8

marius4

Oct 07, 2008 2:33:41
I, for one, certainly thought it was going to be Primal at first. One of devs, however, commented about the challenge of distinguishing the sorcerer from the wizard when both classes had the same role and power source. That's how we know the sorcerer is an Arcane Controller.
#9

ranadiel

Oct 07, 2008 5:58:35
I, for one, certainly thought it was going to be Primal at first. One of devs, however, commented about the challenge of distinguishing the sorcerer from the wizard when both classes had the same role and power source. That's how we know the sorcerer is an Arcane Controller.

Plus it is in Arcane Power(since the devloper comment wasn't enough for some people).
#10

pectus_umbra

Oct 08, 2008 19:30:15
I expect charisma to be the main stat, with con as one of two secondary stats, creating two different builds. Thinking about it, I expect that int or dex would be the second one. A static ability based off a secondary stat like the rogue would separate it from the implement focus of the wizard. I'm expecting rods and staffs to be the implements, possibly along with a new kind of implement. AS for a feature/ability, perhaps a surge ability that allows for you to increase range/AoE/attack/damage. That's all just speculation however.

I like the multiple encounter powers idea. Cool and useful, and it retains the flavor from 3rd.
#11

project_evolution

Oct 10, 2008 0:35:43
I used to choose the sorcerer over the wizard in 3.X because i liked that he could cast more spells. The whole multiple encounter powers thing would fit perfectly
#12

arthedain_the_ranger

Oct 10, 2008 1:57:22
Maybe the new sorcerer will be the "Blasting master". I mean, the only controller we've seen so far is the wizard, and he gets a lot of AoE spell, but almost all of them are at distance.

If the Sorcerer literally "wears" magic, like they said in Races&Classes, i can see it working like the Barbarian Rage, you cast a powerful spell and it leaves you wrapped in arcane energy (like the rage effect).

Since the Arcane energy sorrounds you, it would make sense for a Sorcerer to have a lot of Blast powers, so that you can hit your foes BOTH with your powers and your Aura.
#13

thegreatgalstaff

Oct 10, 2008 13:42:38
To tell you the truth I think the Sorcerer will play like a striker class, it seems to be where WIZARDS is going with it. forget about the side effects of the wizard Just trade them in for massive damage. just look at this...

you have the wizard a Arcane controller,
the Artificer a arcane leader.
i doubt they will make it a defender class so....
all that leaves is a massive damage all out spellflinger that kills you before you get one attack (We can only hope:D )
#14

grydan

Oct 10, 2008 14:25:39
To tell you the truth I think the Sorcerer will play like a striker class, it seems to be where WIZARDS is going with it. forget about the side effects of the wizard Just trade them in for massive damage. just look at this...

you have the wizard a Arcane controller,
the Artificer a arcane leader.
i doubt they will make it a defender class so....
all that leaves is a massive damage all out spellflinger that kills you before you get one attack (We can only hope:D )

There already is an Arcane Striker. The Warlock.
There's also an Arcane Defender, as well, with the Swordmage (Forgotten Realms Players Guide).

Plus, controller is the least covered role so far. Counting the playtest articles, we currently have 3 Defenders, 4 Strikers, 3 Leaders, and only 1 Controller.
#15

project_evolution

Oct 10, 2008 14:48:44
Maybe the new sorcerer will be the "Blasting master". I mean, the only controller we've seen so far is the wizard, and he gets a lot of AoE spell, but almost all of them are at distance.

If the Sorcerer literally "wears" magic, like they said in Races&Classes, i can see it working like the Barbarian Rage, you cast a powerful spell and it leaves you wrapped in arcane energy (like the rage effect).

Since the Arcane energy sorrounds you, it would make sense for a Sorcerer to have a lot of Blast powers, so that you can hit your foes BOTH with your powers and your Aura.

I like that idea... it fits the class we've seen in PHB2 and maybe they want more things to have that kind of mechanic... you know, so that PHB2 will feel so different from PHB1 that people will just "have to buy it."

Besides that, it kindof fits the idea thats been going through my head about the sorcerer i want to make when the book is released.
#16

CoarseDragon

Oct 10, 2008 14:56:57
They will probably just be able to use Rituals without having to have a spellbook. or :D ?
#17

marius4

Oct 10, 2008 20:04:13
They will probably just be able to use Rituals without having to have a spellbook. or :D ?

Hehe...nah, I don't think so. The PHB bills wizards as the masters of rituals, so I don't think sorcerers will have anything special in regards to them. That's why the encounter powers idea came up...that or some type of 4e "metamagic."
If the Sorcerer literally "wears" magic, like they said in Races&Classes, i can see it working like the Barbarian Rage, you cast a powerful spell and it leaves you wrapped in arcane energy (like the rage effect).

Since the Arcane energy sorrounds you, it would make sense for a Sorcerer to have a lot of Blast powers, so that you can hit your foes BOTH with your powers and your Aura.

Sorcerous auras following the rage mechanic...that's kind of interesting too!
#18

stogoe

Oct 10, 2008 21:10:47
If the Sorcerer literally "wears" magic, like they said in Races&Classes, i can see it working like the Barbarian Rage, you cast a powerful spell and it leaves you wrapped in arcane energy (like the rage effect).

Since the Arcane energy sorrounds you, it would make sense for a Sorcerer to have a lot of Blast powers, so that you can hit your foes BOTH with your powers and your Aura.

That definitely fits what we've heard, and also has the added effect of being completely awesome.
#19

Pyrate_Jib

Oct 10, 2008 23:43:52
Notice that none of the third party publishers touched the Sorcerer with some of the new 4E rule books? I speak of Advanced Players Handbook and another book from Goodman Games that escapes me currently...

I think they are waiting for WoTC to give the hints too!
#20

KoboldAvenger

Oct 11, 2008 0:31:06
It's hard to guess what the sorcerer might get for spells. If they're going to be like the wild mage will they get spells like Narhal's Reckless Dweomer and Wildfire? Or will it be closer to what the Kobold Wild Mage got in that Dragon article where their at will power does the same damage dice, but the damage type is randomly determined with every attack.

Would using some sorcerer spells inflict a condition on the sorcerer & allies like dazed, immobilized or ongoing damage (save ends) while their enemies also suffer from some even more debilitating effect?
#21

clownkingdon

Oct 11, 2008 1:51:44
im thinking maby a wall mage there are not a lot of wall powers and what could be beter for control??
#22

wyld_mutation

Oct 11, 2008 10:00:28
I don't know if you guys thought about this:

The Sorceror could be a melee controller. Coupled with ambient effects he could be done up as more "hands-on" than a Wizard.

But that's only my thoughts on what I want the sorceror to be.
#23

Acedonte

Oct 11, 2008 12:04:57
Love the Barb-esque aura ideas. I know I'd really like to see an ancestry path class feature, similar to Warlocks... maybe different type of Elementals, or Dragons.
#24

Nolwelen

Oct 11, 2008 16:29:10
I really hope the Sorcerer will inherit some of what has been taken away from the Wizard. When I read about the comments of the developers considering their approach on the Sorcerer Im shaking my head and ask myself isnt the wizi stuff going to be a little too widely spread? They save some up for a "possible" Illusionist class, a "probable" Necromancer class and so on and so forth. It has not even been mentioned when we can expact to see the stuff again that has been taken off the Wizard. Where is this put into the product schedule of WotC? 2010?! When I read about the future power source speculations Im afraid to be not anymore alive when they eventually will see the light of day. There are just a little much considered power sources from my point of view. What distinguishes the elemental power from the arcane or the primal? Or what differentiates the Ki power source next to the martial? Well they leave the enchantment for the Psions but if every former school of magic is saved up for another class we wont see some of it again for a long long time. Give the Sorcerer the summoning, the necromany, the remaining illusions and some new flavorful witchcraft stuff and call it a day! Please dont spread the Caster stuff any further its not either fun nor useful to the mechanics. Its just redundant and boring.
#25

rauric

Oct 12, 2008 9:21:07
There is a Kobold Wildmage in a dragon article. After seeing what Rich Baker said and looking over the wildmage monster I think some of the random things that monster can do will be similar to what the class can do.
#26

marius4

Oct 12, 2008 15:08:58
There is a Kobold Wildmage in a dragon article. After seeing what Rich Baker said and looking over the wildmage monster I think some of the random things that monster can do will be similar to what the class can do.

Can you elaborate more, please. :D (Not being sarcastic.) What article, what was the monster like, what did Rich say, and what random things do you mean?

On sorcerer ancestry or bloodlines, I'm not sure if they'll hardwire it into the class or just tip a hat to the potential flavor. They seem to be keeping things mechanically focused but more open and broad flavor-wise. I think the Pathfinder (3.75e) rules majorly went in the bloodlines direction, though.
#27

ultimatecalibur

Oct 12, 2008 16:22:05
I think that WotC will stay away from ancestry and bloodlines as the source of the sorcerer's powers. From what I get Arcane magic needs to be taught. Wizards and Swordmages are taught by those that came before them, Warlocks and Bards are taught by otherworldly beings (Pacts and Patrons), and Sorcerers will be self-taught. Sorcerer spells will feel somewhat unpolished or powerful but imperfect. Instead of powers that deal 3d4+Int to a group they will deal 1d12+Int to a group. They will probably have Implement Mastery but the benefits will be much more random.
#28

salla

Oct 12, 2008 16:41:54
Would using some sorcerer spells inflict a condition on the sorcerer & allies like dazed, immobilized or ongoing damage (save ends) while their enemies also suffer from some even more debilitating effect?

I can't imagine anybody in their right mind playing a class like that. If the other side saves before yours does, you're hosed up one side and down the other.
#29

rauric

Oct 12, 2008 20:39:28
Can you elaborate more, please. :D (Not being sarcastic.) What article, what was the monster like, what did Rich say, and what random things do you mean?

On sorcerer ancestry or bloodlines, I'm not sure if they'll hardwire it into the class or just tip a hat to the potential flavor. They seem to be keeping things mechanically focused but more open and broad flavor-wise. I think the Pathfinder (3.75e) rules majorly went in the bloodlines direction, though.

The Wildmage (kobold) was a monster found in a DDI article. It was all about kobolds.

Rich on a blog mentioned that sorcerers would have powers that were a little unpredictable and things and the players tatics would maybe change from round to round. Sometimes things would go ok then sometimes they would go hella good. The kobold just rolled each round and had to use the effect of the power that he rolled.
#30

Omni-Wyvernil

Oct 12, 2008 23:02:14
The unpredictable nature of the sorcerer's powers might manifest itself with a class feature that lets them attempt to use their powers more than once per encounter/day. This is balanced by the risky nature of the ability; there's a chance (determined by dice roll) that the spell might do something completely unexpected instead (sort of like the reckless dweomer spell that the wild mage of previous editions had).

These might include changing the damage type of the spell, increasing its blast range (which can be bad if you're trying to avoid hitting allies), or, if you're really unlucky, centering the effect on the caster (ouch). In short, there's a chance for the sorcerer to use certain powers at-will that other casters can't, but there's an equal chance for them to go pear-shaped, so he won't want to try it all the time (The sorcerer multi-class feat will probably hand out this effect on a per-encounter, rather than at-will basis).

Additionally or alternatively, a sorcerer might have a 'spell aura' effect attached to his daily powers (like how the barbarian's rages function). For instance, a fireball-like effect may result in the sorcerer catching fire, which deals ongoing damage to nearby enemies and may also boost the damage of any fire-based powers he uses afterward.