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Old 09-16-2015, 08:58 AM   #28
Varyon
 
Join Date: Jun 2013
Default Re: [Sorcery] Handling Specialists

Quote:
Originally Posted by PK View Post
Yes, this is the fairest way to accomplish what Varyon wants. Let the sorcerer pay full price for his most expensive spell -- the Full Cost of which cannot exceed his Sorcery*10 -- and then pay 1/5 price for his other spells and his limited Sorcery. That's rules-legal and still within the spirit of sorcery.
Having thought about it further, I think this is probably the best route (and for credit where it's due, I should note munin was the first to suggest this). Yes, this path means you're only paying a little less than you would be if you just bought you Limited Sorcery up enough to pull it off, but doing that only gets you the improved ability to improvise, which as I noted I don't see as being worth all that much in this system. There is still something of a problem in that the Geomancer who has Earth to Stone as a Known Spell using this method has only spent a few points less than the Elementalist who has the same (and can have Known Spells from a few other colleges), but that's probably acceptable.

Quote:
Originally Posted by Desthro View Post
The issue ALSO extends in the other direction, where enhancements to the sorcery advantage enhances the point limit for their known spells (significantly), while having much much less ability to improvise than their "more normal" counterparts. It's bizarre.
Can Sorcery even have Enhancements? The only one I can think of that would be worthwhile would be some sort of partial level, which would serve to boost the cost of Sorcery specifically for the purpose of being able to have better Known Spells and do hardcore improvisation better. For example, a character normally needs Sorcery 6 to improvise Flesh to Stone or have it as a Known Spell. Sorcery 5.1, however, would give you [61] as your base cost, allowing you to pull off that spell (albeit at -10 if improvised).
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