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Legends of the Heroes / Re: New campaign for my kids based on Marvel characters
« on: December 26, 2020, 03:42:50 PM »
My son doesn't even have Levitate yet, and he's already looking at the tables for dropping heavy objects on people. He's definitely a chip off the old block. 
The second session had both sharks and lasers, but not sharks with lasers on top of their heads, unfortunately. (Had some great rolls on the random encounter table I used
).
After looking at the sorcerer, and comparing it with wizard... I'm a bit underwhelmed. Edit: In fact... I'm downright pissed off. Why the F does the wizard get extra spells prepared due to a high Int, but the sorcerer gets jack squat for a high charisma (other than a DC boost)? And also... the wizard has the same number of spell slots per day!!!!
So... I'm already house ruling... lol. I am doubling the base Sorcerer Points (what a stupid name), adding the Charisma modifier, and reducing the cost to 1 point per spell level (no cap). Yes this allows them to Nova like hell, and cast a buttload of 9th level spells daily. I don't care. That's the intent. Suck it, wizards.
Edit2: After thinking about it, actually I don't even think this is "broken". At most you'd probably get about 50 sorcery points at 20th level, allowing you to cast five "extra" 9th level spells if that's all you did with them. It's probably better for the low level sorcerer, as at 2nd level with an 18 Cha you'd get 11 total first level spells. That's a lot, but you can still only cast 1 per round. (Unless you take Quicken at 3rd... which you should. However, then you're burning those points on metamagic, and not spell slots.)
I also improved the weak Wild Magic origin abilities in the following ways:
1) Ditch the Wild Magic chart, because you shouldn't be penalized for using your Fing class abilities
2) Allowing him to recover a use of Tides of Chaos with 2 Sorcerer Points, and changing it to a reroll (as with the Luck feat) instead of giving advantage.
3) I also made the "Bend Luck" ability at 6th level just force someone else to reroll. We'll almost certainly not get to 14th level, so I don't even care...
And... familiars being able to give everyone advantage on like every skill check ever is a bit annoying... I may have to limit that, but haven't decided how yet.

The second session had both sharks and lasers, but not sharks with lasers on top of their heads, unfortunately. (Had some great rolls on the random encounter table I used

After looking at the sorcerer, and comparing it with wizard... I'm a bit underwhelmed. Edit: In fact... I'm downright pissed off. Why the F does the wizard get extra spells prepared due to a high Int, but the sorcerer gets jack squat for a high charisma (other than a DC boost)? And also... the wizard has the same number of spell slots per day!!!!


Edit2: After thinking about it, actually I don't even think this is "broken". At most you'd probably get about 50 sorcery points at 20th level, allowing you to cast five "extra" 9th level spells if that's all you did with them. It's probably better for the low level sorcerer, as at 2nd level with an 18 Cha you'd get 11 total first level spells. That's a lot, but you can still only cast 1 per round. (Unless you take Quicken at 3rd... which you should. However, then you're burning those points on metamagic, and not spell slots.)
I also improved the weak Wild Magic origin abilities in the following ways:
1) Ditch the Wild Magic chart, because you shouldn't be penalized for using your Fing class abilities
2) Allowing him to recover a use of Tides of Chaos with 2 Sorcerer Points, and changing it to a reroll (as with the Luck feat) instead of giving advantage.
3) I also made the "Bend Luck" ability at 6th level just force someone else to reroll. We'll almost certainly not get to 14th level, so I don't even care...
And... familiars being able to give everyone advantage on like every skill check ever is a bit annoying... I may have to limit that, but haven't decided how yet.