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Please help me play my ideal sorcerer (D&D 3.5/2e/5e/PF)

Posted by LunarKitty
LunarKitty
member, 321 posts
Fri 14 Oct 2016
at 21:51
  • msg #1

Please help me play my ideal sorcerer (D&D 3.5/2e/5e/PF)

Ok. I know this is highly specific and I'm sorry for it. I basically want to play a sorcerer in full plenitude, without caring if I need x more levels to really get to the sweet spot. And I want to do it in a game with camaraderie and long-term goals and plenty of chances for intrigue and some exploration. I would put a character description for prospective DMs but I want to save the details so they mesh well with your world.

My core views on magic and sorcerers
- I want what most people want out of magic in an RPG, for magic to feel magical. However what gives the magical sensation to me isn't the mystery and unpredictability, or the rarity, or the scarcity of it. Instead, to me the magic is in the possibilities and the means to do things.
- As such, there's nothing that feels more mundane an unmagical to me than blasting. We as humans can pretty much replicate any and all blasting effects in the real world, with the exception of perhaps freezing/cold rays. Moreover, I'm not fond of explosions, firecrackers and stuff, I really don't see the appeal of it. I could, if pressed, live with doing some blasting on the side, but it's something I'd rather not do.
- One problem I have with spellcasting on RPGs is the excessive reliance on external objects to cause magical effects. Having to rely on external devices to do magic feels entirely unmagical to me. We as modern humans can do things that would be unthinkable to most of the people that have ever lived, but we do them through devices, if the device vanishes, you no longer can do it. Because of this, any magic in game that relies in external devices feels more like technology and less like true magic.
- In a similar way, wizards are traditionally depicted as very smart and intelligent. And I find this very unfitting and unappealing. To begin with, the association with intelligence and reason makes the whole deal a lot more like technology. Also because this puts a lot emphasis on reason and logic, when I prefer magic to be emotional, visceral, and full of wonder. Also the scholarly flavor limits the backstories you can have with a wizard.
- In some ways the sorcerer class is what I want out of a spellcaster, more so because it has very little trappings for a backstory. I essentially see the sorcerer class as a "peasant" class, someone who is part of the world and lives in the world. This also means that a sorcerer is concerned with solving everyday problems or making a living in the world.
- I other ways, I view the sorcerer as a magical creature, someone for whom this is nature not a choice. Also, like all other magical creatures this means a sorcerer has a stable set of abilities.
- Either way, I prefer when magic is "personalized", a reflection of the temperament, wishes, fears and aspirations of the caster.
- Also because there are less strings attached, you get to have fun and be "irresponsible" with magic.
- Now the pitfalls, I've played a lot of sorcerers, but things always fall short one way or another. A big problem is that DMs still expect sorcerers to play and behave like a wizard-lite. Another is that the systems tend to confine more and more sorcerers into a blaster niche. There's a lot of cool things to try in every D&D variation so far, but I haven't actually gotten to even taste them in play. A big part of it comes from games rarely lasting long enough for more than a level-up or two. Even in games that actually go high-level enough to be able to try, DMs hesitate to allow the cool things because they think that somehow by having them I'm going to destroy every combat and negate every challenge, this by thinking that since wizard-lite + Cool things = super wizard. (Instead of just having the breathing room or the flexibility within a niche that I was hoping for)
- Another problem is the obsession with having the origin of the magic being a known certainty if not a quantity. "This exact entry in the monster manual is you ancestor". And also, while I understand why some people are in love with "you turn into a dragon/vampire/undead/living plant" I share none of that love. I prefer a down to earth character that I can relate to.

Core elements of my sorceress
- A familiar
- Lots of utility spells(the "sweet spot" I talked to)
- Little if any combat magic, I won't take any blasting spell unless forced to, I prefer to fight using weapons.
- Some truly low stats, (5-6 low or lower)
- No inhuman, transhuman, less than human or monstruous elements, must be able to blend in the crowd without magic. I'm not interested on exploring the origin of the magic and I want to remain fully human.
- No dependency on books or any external trinket, period.

Now for specifics depending on system

3.5 Start around 9th level, allow both rapid metamagic, versatile spellcaster and some spells from spell compendium. Maybe even flaws. Straight sorcerer no prestige class or stuff. (though perhaps one or two knowstones to round things up?) If you feel this is too much, I'm fine with a low point buy (15 or even 10)

PF 6th level or higher, no traits, no mythic stuff, no archetypes, alternate favored class bonuses, (and maybe limit this to just a few books).

5e 4th to 6th level. 5e is meant to be houseruled, so if it isn't too much problem, please allow me to have some utility spells that were on the sorcerer list in 3rd edition but have been restricted to wizard only -like floating disk, unseen servant and stuff - and all simple weapons. Also maybe have some way to houserule an eschew materials of sorts to avoid having to rely on a focus item. Failing that, allow me to multiclass divine sorcerer with divine warlock without judging what I'm trying to do. (Remember no blasting spells, it means no quickened eldritch blast shenanigans)

What you get if you get me. You get a team player. I don't seek fights but I will go along with combat. I'll post often and can be flexible around other players. I get immersed in my character and rarely metagame. I know I want some complicated stuff, but it is in good faith, I'm not trying to break the game, "win D&D", or eclipse anybody.

So any takers? Please I will be your best friend if you do this for me.
This message was last edited by the user at 18:39, Sun 14 Oct 2018.
Azraile
member, 580 posts
AIM: Azraile - Dislexic
Dont take my text as mean
Sun 16 Oct 2016
at 05:02
  • msg #2

Sorcerer unbound? (D&D 3.5)

There was one game I would love to see some one run that I was a part of before it feel apart quickly. (IRL isues with players) Basically the whole contentment or world was ruled by a corrupt oppressive empire that has been in power for hundreds of years and has outlawed magic. The only magic allowed is that of the rulers... was like 9 powerful wizards and those they where training are the only ones that can have magic, everyone else is ether killed or never seen again (likely used to power spells).

Everyone in the party was ether magic users or people that suported them and basicaly we didn't even start with starting spells though and there wasn't much of a way to learn spells.... we got the level 0 spells but I don't think we got any level 1 spells... maybe just one. Everyone had to sneak about and try and once they found word of a place where magic users gathered, they had to find a way out of town that was always locked down.

After getting away from them I would guess we join up with some rebels or something and fight agenst them but we where deffently at a hudge disadvantage.

But if we won out that would leave the party with all the magical resorces at there disposal. lol

I would love to play that again and finish.

Most everyone was smart enough to take something like the stuff that lets them cast spells with vocal coponates with hand gesters instead.

And I went with wizard/rouge (or something like that with bluff) so I could put a lot into bluff .... not only to get out of tight situations but so I could use bluff to hide spell casting... and almost every spell I had memorized was the magic trick one as it could do so many things lol
ne68127
member, 241 posts
montana
U of M
Mon 17 Oct 2016
at 15:53
  • msg #3

Sorcerer unbound? (D&D 3.5)

I believe i was the one running the game or if not one very much like it.



link to another game
mature game


9 ruling wizards belonging to "the Inn of the Howling Wolf"

waring factions

the dwarves had locked themselves in thier mountain

the elves had retreated into the deep marshlands

used a fame system to determine if you were known/noticed

fame system also determined what protection were provided to you by your faction.
  • safe houses
  • random defensive assistance


each mission had the potential to shift the balance of power with in the city either toward or away from the current government.

 i can reactivate the game if you can get enough people.
This message was last edited by the user at 23:00, Mon 17 Oct 2016.
LunarKitty
member, 322 posts
Wed 19 Oct 2016
at 01:34
  • msg #4

Sorcerer unbound? (D&D 3.5)

Please please
This message was last edited by the user at 02:42, Fri 04 Nov 2016.
LunarKitty
member, 324 posts
Fri 21 Oct 2016
at 22:11
  • msg #5

Sorcerer unbound? (D&D 3.5)

Please please pretty pleas
This message was last edited by the user at 02:42, Fri 04 Nov 2016.
LunarKitty
member, 332 posts
Fri 4 Nov 2016
at 02:43
  • msg #6

Sorcerer unbound? (D&D 3.5)

Please please pretty please with suggar on top
Aslanii76
member, 94 posts
Fri 4 Nov 2016
at 23:51
  • msg #7

Sorcerer unbound? (D&D 3.5)

 Swords Point, but everyone just attained level 2 ...
LunarKitty
member, 374 posts
Sun 14 Oct 2018
at 18:40
  • msg #8

Sorcerer unbound? (D&D 3.5)

I know its a shot in the dark, but does anybody here want to help me?
V_V
member, 780 posts
You can call me V, just V
Life; a journey made once
Thu 18 Oct 2018
at 22:30
  • msg #9

Sorcerer unbound? (D&D 3.5)

A shot in the dark....well I'll give you chance then. :) Contingent on some more discussion, and narrowing down "Am I good fit for you?" and vice versa I'm prepared to put you in solo game (currently active) that I would make a duo. That would be it. If you quit, you'll be the first to go. I have very dedicated main player that so far is in the very early stage of the solo adventure.


What I can offer you...D&D 3.5

The good: being in the sweet spot, and having plenty of use of utility magic. I am in love with utility magic too. MMM Leomund's Secure Shelter; rope trick, heroes feast (yes that's ard but I love it). And Prestidigitation! My best frined and I probably fantasize and joke about if if we had one spell, and could even be a 1/2 level character, that would be what we'd want. The uses! OMG the awesome uses of Prestidigitation. I LOVE comfort magic,...and things that hold stuff (like bags of holding...I know that's not your thing though)

The so-so: Combat, you're willing to be in on the event so I'm considering it to be your character's "busy" work. Tolerable.

The bad? While I will create availability for a VoP-plus-type feat, which will allow you to have innate boosts and misc powers, without any real implements and while (gorgeously) naked. The BAD! Other people will still rely on such "technology". Like a person who is lazy and plays guitar hero (is that dated reference?) rather than learning to temper their voice, people will rely on magic items. Some will be quite tame, a comb that untangles hair, which for trade are considered treasure (not magic) so are liquid currency (PC sell and buy at full value). So magic items will be part of the world.

I'm hoping the magic items will be white noise, and not blaring racket. If so, yeah, good luck, I just can't spare much time a GM, and I GM basically 1.5 games. It's this, or not me as the GM. If you decide not too, Rmail me if you change your mind. This is an outstanding invitation. I can't say if the game will exist if you wait RL years, but seeing as you're quite recently trying rekindle dying embers, it might be choice your willing to make for the compromise, for the last hope. :)

Alternatively, I can recommend a game I GM, but have the Co-GM currently handling the main work load. I'm basically a storyteller, not technician in that game, I am THE head GM there, so I think it falls safely outside the "I'll put in good word" iffy practice and neatly into "Don't respond to ads with games you don't run" I do GM it, I just...I don't handle the day to day. I handle the big picture.

The first game, that is solo, I solely GM 1.4 games there and the game in question is 8th level, but I can push that to 9th with main player well before we'll be done chatting (if you decide to take me as a GM).

The second game is epic 27-ish, and the only reason I think it would work is it's a living world. That means while there is a main plot, and stuff you're motivated to do, it's about PC choices and not about a railroad...or road at all, really. The UGLY for that is it poised for godhood, even for someone who takes passion into remaining mortal. Now, you'll still blend into society, still appear mostly human, but you'll be immortal. That's a big but...it'd let you play with basically ANY spell you can imagine. To see combat only when you choose to, and otherwise solve problems and interact with the world as peasant queen of solving the little problems with great frequency. Again it is epic, so you could create your own spells to do just about anything, and though it may be filled with OP stuff, there are very humble spells that can be built that truly breathtaking in wonder, but naked as a candle flame in might in strife.
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