Replacing old spells with new ones for sorcerer.
Tresset
Member, Moderator Posts: 8,268
I would like to see something similar to the NWN system of new spell acquiring for sorcerers. In that game at each level up you had the option to forget spells you no longer need in order to take new ones. I think this would be a very helpful feature to have in BG:EE with a great many advantages. There are so many practical reasons for this too. Like for instance if you take armor at level one you could ditch it later when you learn ghost armor because it would no longer be of any use. Then you could learn a new, better spell for level one that may not have been as useful before like chromatic orb. Also this way you do not have to meticulously plan out your spellbook before playing as a sorcerer. I think this would be a very user friendly option that gives this class some much needed flexibility. This would also mean that it would be easier for anyone to play as a sorcerer; instead of like it is right now where I imagine most pros would invariably tell beginners to try something else first (and rightly so).
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It would definitely make for much more fun as a low level sorcerer.. instead of picking stuff that's good in the long term, you could go for spells that are great early on and just swap them out as you level. Sleep, Larloch's Minor Drain, Identify (until your secondary mage has more than 1-2 slots for it) etc.
It would also let you experiment a bit with unusual spell selections, and hey, if it fails it's no big deal since you can just replace your odd choices with standard stuff.
Maybe it'd make Sorcerers even more powerful, but they're already game-breakingly potent, so meh.
As to restricting the amount of rearranging you can do; I don't know if that is a good idea. Such rules would really hinder the proposed flexibility of sorcerers. There are only 8 level ups in BG1:EE so by your suggestion that means only a total of 4 spells could be swapped and, while better than nothing, still means that beginners will have a harder time with the sorcerer than other classes.
Anyway, I like this suggestion and I do hope they implement it.
In NWN2 the limitation I described above exists. I'm on the fence about whether there should still be a limitation if this is implemented in BG:EE, or if you should just be allowed to change your entire spellbook upon leveling.
But they're broken for people that have played the game through 50+ times and know every spell, effect, potion, magic item and area backwards and forward. For a relative newcomer, it's easy to completely destroy a Sorcerer's effectiveness by picking spells that scale poorly.
What you'd do by implementing this is make Sorcerers more beginner friendly, as well as allow some experimentation with regards to spells. I think it'd make the class more fun.
Granted, it'd probably boost the Sorcerer power curve a little, but I'm of the opinion that they're already so brutally powerful it doesn't really matter.
Given that it's a single player game and there are no Sorcerer NPC's included by default, what is the harm? You make a class more fun to play and more accessible for new players, and the balance downside only affects those who elect to play as Sorcerer themselves... it has no effect on the game for anyone else.
Baeloth is a Sorcerer that's included in the game.
However, in the name of 'balance' for a single-player game, if you take away the one limiting feature of the Sorcerer ( picking spells that can't be replaced ), then you basically have a Mage x 10 with no restrictions to spell schools, more castings per day, and can take out that level 1 Sleep spell to replace with Magic Missile/Shield/Armor, whatever.
Sorcerers are already better than Mages by default. Why make them better? My vote is a no on this. If you're a new player and don't know anything about the game, roll a Mage/Specialist. If you have the internet, roll a Sorcerer.
The way I see it the change I propose would not hurt anyone who plays the game. It would only help them. The reason for this is that it only grants more options to make the sorcerer a viable class for inexperienced players. Anyone who does not like the change has the option to impose their own limitations on themselves. Take @bbear for instance and his self imposed challenges. Even if this change is made anyone can still effectively ignore it by exercising some self control.
Long story short: Even if you personally do not like the change it won't hurt you anyway so why not support it for the sake of those who would greatly appreciate the change?
What we're talking about is being able to swap spells at level up. You'll still be far more limited with regards to available spells than a Mage, given that a Mage only has to rest to completely change his entire spell repertoire.
Sorcerers were never intended to be stuck with their spell picks for all time either, they're cribbed off of 3rd edition and in that edition they're allowed to swap spells. Granted, they're not allowed to swap a great number (9 total up to Sorcerer level 20), but still, this lets them pick a few situational/early powerhouse spells and then settle into their long-term choices as they gain levels.
Their limitation, which would persist even if this change was implemented, is that they lack the utility of a wizard that can customize all his available spells to specific situations.
This kind of edit only slightly affects the high-end imba-ness of Sorcerers while making them more noob/experimentation-friendly.
The fact that this is apparently the "standard" Sorcerer implementation just makes it better!
For balance purposes, it could perhaps be more limited than just being able to swap all spells at level up. Maybe make it 1 max spell swap per level up? Or as someone above suggested, 1 every 2 levels?
For those concerned about balance, do keep in mind that at any point in the game, a sorceror is much more limited than a mage in terms of spells known. Where a mage with high enough INT can memorize almost all spells/level, a Sorceror can only ever know a MAX of 5 at the highest levels. That's a pretty major difference, even if you're allowing them to swap one of those every level.
Look, IMHO this should theoretically only help people have more fun with the sorcerer. Certainly it would make the class actually beginner friendly (something most would agree it currently is NOT). Consider this though: A pro will likely only choose the spells that pay off in the long run anyway so the sorcerer would NOT become more broken if this were implemented. It just means that the sorcerer is flexible enough to be useful at all stages of its life. If you skip all the good low level only spells and only choose all the high level pay off spells you will likely struggle very much in BG1:EE and only kick but in BG2:EE. Keep in mind that sorcerers never had to deal with low level situations before EE so this change was almost not needed.
Now consider this: A beginner picks a sorcerer. They pick spells that are awesome at low levels like sleep. Then they get to high levels and realize that they screwed themselves by doing so. They start to loose interest in their sorcerer because it sucks so much. Then they start to loose interest in the game as a whole since they would rather not start all over from the beginning. Then they decide they don't like the game because of their bad experience and don't want to buy BG2:EE. Then their friends come and ask them if they should get BG:EE and what do they say? No, of course.
All of us pros (including me) often forget that beginners exist and they are a part of the market as well. We are all wrapped up in our silly concerns such as "brokenness" and "nerfing" that we propose changes that are bad for the game's market as a whole and we try to shoot down changes that would be good for the game's market as a whole. We should not be so self absorbed, ESPECIALLY in this section of the forums.
In my opinion, it's just the old players that are wanting this and then trying to justify it by saying it's for a cause other than their own.
Sorcerers are more powerful ( in terms of spells ) than a Mage or Specialist Mage, hands down. Their ONE ( SEE THAT 1 or ONE or UNO or ICHI ) drawback is that you have to meta-game them. This is something that will probably not change in BG1 or BG2.
"Hi, I'm a new player. I've no freaking idea what spells to pick for my sorcerer! But this Armor thing looks cool and it lasts forever, so I'm going to grab that. Since I wear a bathrobe for protection I should probably have at least one defensive spell right? And I definitely want a funky familiar, so I'm gonna grab Find Familiar too!
Hm, well that sucks. I just found a robe at a merchant that actually provides a better bonus than my Armor spell does. And I only needed to cast Find Familiar once... so now I have a Sorcerer that can do nothing but Armor himself to no use, and pelt stuff with a sling.
But wait! I toughed it out and am now L4! Woop woop, another L1 and L2 spell for me!. Let's see... I should probably get some offensive spells, I'm tired of just hitting stuff with my sling. Larloch's Minor Drain looks neat, it deals damage and heals me at the same time. Power Word: Sleep also looks awesome, totally incapacitates an enemy with no save! There can't possibly be that many enemies with over 20 HP, especially after I blast them with my one offensive single target spell."
10 minutes following toughing it out to L4, the beginner sadly got tired of sucking balls in every way with no chance to rectify his mistakes short of starting over from scratch and just stopped playing.
While the above is certainly an extreme example, it's not even the worst of the lot. There are several spell picks that look great early on but turn completely lackluster as you gain levels, and then you have invested even more time into your character only for him/her to start dragging farther and farther behind the power level of your other party members... this is the kind of stuff that turns people off games. But you still have the major restriction in place. We're not advocating giving a Sorcerer more known spells per level, just the opportunity to correct mistakes and maybe pick some spells you know are powerful early on but stops being effective later, Sleep being a prime example. I don't see what people have against the poor Sorcerer getting to have some fun pre teen levels, instead of being stuck with completely optimal long term choices that make for a rather boring first 12 levels.
Imagine getting to use stuff like Sleep, Horror, Agannazar's Scorcher, Fireball etc early on without kicking yourself because they're all very subpar picks by the time you get to late SoA/ToB. Honestly, it doesn't have to be a big deal. Add a green outline around currently selected spells for each spell level when leveling up, if you click a spell that's already outlined (thereby deselecting it), you get to pick another of that level instead. It doesn't have to be any more complicated than that.
There will of course be coding issues that neither you nor I can foresee, but I have full confidence in Overhaul pulling it off if they decide to implement it. I'm also not sure I buy this argument... pretty much every feature request ever made requires some form of implementation work to pull off, if they weren't interested in doing anything based on user suggestions, why even have a feature request forum? So the first thing you do when you get a new game is look up relevant information online? You're in the clear minority, as am I. Most people just want to play the damn game they paid for, not read a bunch of very detailed sites describing exactly how to be the most efficient at the game.
Basing an entire class on the supposition that every single person that plays it are going to read guides about it first in order to not mess it up permanently... I can't find words to describe the stupidity of it.
BG:EE needs to reach out to new players. It just can't depend solely on the old die-hards. The suggestion for easing how unforgiving the Sorcerer is to new players is a small part in helping to make that happen. A very small part, but still a part. The fact that it'd make the class more fun for us oldtimers is in no way a negative either. Already answered this above when subtledoctor raised a similar, and equally incorrect, point.
But I'll reiterate the crux of it: the Sorcerer's downside is that he only gets to pick a maximum of 5 spells per level. Even with the suggested change, that downside remains. Playing a Sorcerer just won't require you to spend hours reading guides before trying your hand at it, and then resigning yourself to being worse in any single fight than a Mage in every single way until you get to SoA.
Do all the other AD&D equivalents get commensurate boosts, or what?
(I have never played the afore mentioned mods and do not know what they entail. Do not argue with me about how I was wrong about them in whatever way as it is beside the point and I don't really care anyway.)
As for implementation that would be easy. I can see an easy way to do it right now. At level up the the spell book (in a similar format to the new spell selection screen only with your currently known spells) pops up and you click on spells you want to forget (if any) and then hit "ok". Then the new spell selection screen pops up like normal and you can select the spells you need. Simple! I can not even begin to imagine that this would be anywhere near as hard for the devs as making up new kits from whole cloth and making sure that they are well balanced and bug free. Or we could consider other things that they have done like draw up new areas, make new characters and everything that goes with them (dialog, plot, voice acting, etc.). I could probably have it working in a day or two if I had the awesomeness that is dev editing tools and probably in less than a day if I had the dev know how as well.
In any case @ everyone I do not mind this fine discussion we are having; just make sure to keep it civil. It seems to be getting a bit heated at the moment.
I'm not against the Sorcerer at all. I've run one through SoA ( not ToB ) and it was fine. What I am against, is making one class obsolete because of these "improvements" on a class that in reality, doesn't need them.
Personally I see the sorcerer as the only class in the game that you can easily screw up during the course of your play. I personally do not think that it should really be a possibility to screw up any class. Certain spells make other spells obsolete. Unless you look up all the spells beforehand (I do not think that should be a requirement) you have no Idea what to pick. Sorcerers probably deserve a mulligan of some sort.
Thanks for clarifying your position.
So you'd start with 6 level 1 spells only and upon leveling, the Armor spell turns into Ghost Armor and eventually turns into Spirit Armor. In 2ed sourcebooks there's also Armor like spells, for example Phantom Armor. So you could have a whole series of spell lines.
In a way it might make the Sorcerer more challenging since you are cutting the Sorcerer's total spell amount to 36 (6 uses of 6 spells).
But that is something quite easy to do via mods, that is if you can have custom spell menu lists like you can have custom HLA menu lists.