First Time Player, Playing Sorcerer!
JBottcher
Member Posts: 5
This is my first time playing Baldur's Gate EVER. Complete Newbie. Yep.
So far, I'm ~26 hours in and I rolled a Sorcerer as my first character.
I hear a lot of people saying "Newbies Shouldn't Play Sorcerer, Too Hard" or something along those lines.
I find it to be pretty easy myself...
I was curious why so many people try to tell new players not to roll spell casters on their first play through?
So, that's the point of this thread. What is your opinion on the Sorcerer?
So far, I'm ~26 hours in and I rolled a Sorcerer as my first character.
I hear a lot of people saying "Newbies Shouldn't Play Sorcerer, Too Hard" or something along those lines.
I find it to be pretty easy myself...
I was curious why so many people try to tell new players not to roll spell casters on their first play through?
So, that's the point of this thread. What is your opinion on the Sorcerer?
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Also, effective magic use is probably the steepest learning curve in the game. As a sorcerer, this is exacerbated because your spell selection is more limited... If you miss a vital spell it can screw you up.
That said, if you read the spellbook closely and have a reasonable understanding of the game mechs, you should be able to muddle through.
(Just make sure you get stoneskins, mirror image, breach, lower resistance and greater malison when you get chance.)
Used well, Sorcerers are phenomenally powerful.
i imagine you'll get the same reply from most people.
Sorcerers also seem to have a slightly slower spell progression, in my MP game, my sorcerer character got lv3 spells after our dual-classed Imoen, which was kinda galling...
That said, I've not played a full saga run with one and don't have one planned. The lure of multis or duals is too strong...
My PnP experience with sorcerers, as a DM, was that everyone who made one absolutely hated it and quit the character. They all made bad spell choices that they ended up being stuck with. This is probably less of a problem in BG where the set of things that your character is supposed to do is more limited, so you don't have people crying "Oh, why oh why didn't I take Fly/Alter Self/Teleport/Scrying etc." In BG there also seem to be fewer spells which are outright useless.
(Couldn't resist.)
Sleep
Magic Missile
Identify (some people wouldn't recommend it, but you don't need many level 1 spells to get by)
Chromatic Orb
Mirror Image
Glitterdust
Melf's Minute Meteors
Slow
you don't need to identify items as soon as you get them so it can't possibly be a necessity. no plot advancement depends on it.
I'm among the crowd that says first time players shouldn't pick Sorcerer (go Mage instead), but that's because I'm a total powergamer and Sorcerers are tricky to figure out at times.
Here are some things a new player may do...
- Pick Armour and Magic Missile as their first two spells
- Pick Melf's Acid Arrows as their first level 2 spell
- Pick Fireball over Skull Trap
It takes time (or reading an internet forum) to realize that Sleep/Spook are staple level 1 picks, how Mirror Image is bonkers, or that they can get a Wand of Fire in the first 5 min that they can sell to a storekeep to recharge.
Personally, I love Sorcerers because it's the class I always wanted to be if I was ever thrust into a D&D universe. That and sometimes you need to cast 6 Breachs and 6 Pierce Magics to walk out of a fight alive.
I was all about the pre-buffing and melee, but I've seen people use summons much more than me, and doing so effectively.
- damage dealers
- utilities
- summons
- buffs
- debuffs
Damage dealers spells are mostly useless in the first game :
- their damage is weak (a level 9 fireball hits for 30 on average (15 if saved). a level 8 fighters has 3 attacks which deal 15 for each and can do that indefinitely)
- wand replicate their effect (the ray of fire from wand of fire if ridiculously powerful and much easier to use that fireball or skull trap)
- Magic missile is good for mage interruption
- Melf Minuscule meteor is very good : can be cast outside of fighting, good damage, useful for interruption
Utilities depend on your group composition :
- identify is almost useless because it is just a way to save gold. Basically you will save around 3000-5000 gold over the course of the game while you finish the game with 50 000 +.
- knock is useless if you have a thief, ok otherwise.
- invisibility is good (use on thieves for additionnal backstab or for scouting or for safe travelling or resting)
Summons :
- low level summons are weak and are replicated by wands
- at level 4 spiderspawn is good, especially in conjunction with web
Buffs :
- shield (10 times better than armor since the AC is much better + protection from MM. Duration is good enough)
- mirror image : greatly improve survivability. Also works against AOE
- stoneskin : the ultimate protective buff
- resist fear is useful in solo only (priest do it better otherwise)
- haste is probably the strongest offensive buffs. It increase drastically the damage output of your fighters and summons
Debuff :
- sleep is great at low levels
- web is great all the time (even in BG2). Just cast 2 webs on any group and proceed to slaugther with range weapons or free action equipped fighters.
Besides everything that has been said already, i think the statement was more towards solo/few NPC's runs. If you run a full party, you could go ahead and pick the most useless spells in game (like identify and still be easily able to finish the saga without mch hastle. - as has been ppinted out by bob_venge it only saves money, there is no real reason to pick it as a sorc though, besides you know maybe RP reasons)
Most characters will have sub-optimal builds for the first run, and you know what? Most of us still went on the beat the game with them anyway (or enjoyed enough learning the game with them to come back with a stronger second/third/nth character). With a sorcerer, you are not really affected by the stats distribution at the start of the game, and can certainly cover missing spell selections with other characters, so I don't think there is a reason to rule out playing a sorcerer if that is what you really want. With hindsight, you will be saying "Oh, if only I had known I could have played them so much better!", but you will still beat the game and have a blast. And while everyone is focussing on the limited spell selection, you have the benefit of spontaneous casting rather than the forced discipline of choosing a set of spells to memorize each day - that is much easier to play than a mage, especially lacking extensive meta-knowledge of which spells are most useful for the upcoming encounters that your character really should not know about...