Human sorcerer's favoured class bonus in the APG- what happened?


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Malaclypse wrote:
No, it's not sad. Its a decision that is perfectly and reasonably within the DMs power.

Correct. There's nothing unreasonable about a GM opting to stick with the RAW.

That's why its doubly important that the game material itself be well thought out before it sees print, or at least revised/errated afterwards.

Dark Archive

Ambrus wrote:
magnuskn wrote:
Quite honestly, if you got a existing gnome character and your GM isn't willing to unbend enough to allow you this bonus, because you couldn't even know what your options would be when you created the character, then that's just sad.

That'd require a house rule to first make it available to races other than human. Which brings up a point that I believe escapes some posters here: some GMs don't casually make changes to the base system. Perhaps they simply don't have the level of interest or time necessary to contemplate the ramifications (or lack thereof) of potential changes or perhaps they simply don't feel confident in second-guessing published game designers. Although they might accept any newly published set of options sight unseen such as the APG (trusting that the game's designers know their business), even broaching the subject of altering something official makes some GMs nervous. For whatever reasons, they simply avoid any such complications.

That's why it irks me to read posts that say things like: "Why are you ragging on the system?Everyone is free to change any parts to suit their tastes!" Such posters don't seem to realize that for some; what's written is all there is. At least if there's an official errata somewhere then we can print it up to show our GMs and say: "Look, the game's designers said that this option is okay for any character."

This.

Officially written policy/doctrine has a huge effect in almost every case.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Ambrus wrote:
magnuskn wrote:
Quite honestly, if you got a existing gnome character and your GM isn't willing to unbend enough to allow you this bonus, because you couldn't even know what your options would be when you created the character, then that's just sad.

That'd require a house rule to first make it available to races other than human. Which brings up a point that I believe escapes some posters here: some GMs don't casually make changes to the base system. Perhaps they simply don't have the level of interest or time necessary to contemplate the ramifications (or lack thereof) of potential changes or perhaps they simply don't feel confident in second-guessing published game designers. Although they might accept any newly published set of options sight unseen such as the APG (trusting that the game's designers know their business), even broaching the subject of altering something official makes some GMs nervous. For whatever reasons, they simply avoid any such complications.

That's why it irks me to read posts that say things like: "Why are you ragging on the system?Everyone is free to change any parts to suit their tastes!" Such posters don't seem to realize that for some; what's written is all there is. At least if there's an official errata somewhere then we can print it up to show our GMs and say: "Look, the game's designers said that this option is okay for any character."

Which brings me back to it being sad that some GM's can't unbend enough to make clearly necessary changes. :p


magnuskn wrote:
Which brings me back to it being sad that some GM's can't unbend enough to make clearly necessary changes. :p

Sadder still that there be a need for them do to so. :P

Grand Lodge

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This option should have been an alternate class ability...NOT a FC bonus. It is just badly done on a lot of different levels.


Cold Napalm,
You did not read my post correctly at all. I stated the extra spell option was not a choice for damage but for versatility.

The "must have" spells get chosen first regardless. As it has been stated the sorceror is not the wizard shouldn't be played like one. Also the specialist wizard still stomps on a sorceror by far due to overall versatility. Also not all people design their characters with most damage/most spells, choices are made to fit the flavor or idea over raw power or ideal effectiveness


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I think making this favor class bonus 1/4 of spell works better. So by 4th you have an extra known spell and can choose a 1st level spell to be known.

It's either that or allow other races the option of taking this as a favored class bonus by taking a trait to do so.


Darkthorne68 wrote:
The "must have" spells get chosen first regardless.

Regardless? So all sorcerers pick the same spells? Is that a good thing?

Quote:
As it has been stated the sorceror is not the wizard shouldn't be played like one. Also the specialist wizard still stomps on a sorceror by far due to overall versatility.

I strongly disagree that the sorcerer gets "stomp"ed by the wizard. Certainly, versatility is a major trump for the wizard, but the sorcerer holds his own quite well.

IMO (a very solid opinion) the extra spells greatly outshine a single HP or SP. But, as I've said before, it is a minor thing in the larger scheme.

Suggesting it works because an entire class is deeply underpowered doesn't exactly provide a ringing endorsement.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
BryonD wrote:
I strongly disagree that the sorcerer gets "stomp"ed by the wizard. Certainly, versatility is a major trump for the wizard, but the sorcerer holds his own quite well.

At uneven levels, I'd disagree with you. Until 18th level, that is.

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