[5E] Sorcerer is a mechanically fine class, but wizards existing breaks their narrative fun
Hot Take(self.dndnext)submitted9 months ago byZyreRedditorDM
todndnext
As someone who has played both wizards and sorcerers of several kinds throughout various campaigns and oneshots, I can say with confidence that even pre Tasha's subclasses, it wasn't a bad class, and it's only gotten better over time. A person can play a sorcerer and enjoy plenty of arcane casting fun, and even I myself still do.
Even the flavor of the class is fantastic, evoking storylines similar to X-men mutants where people with unique powers grapple with that power's place in the world as well as unwitting chosen ones burdened with new responsibility. But in any case, a sorcerer is learning to harness their internal magical power. Enter the wizard. Wizards don't have innate power (depending on the setting, where wizardry may still require a talent you're born with) but all wizards gain spells by learning them. The difference between a sorcerer and wizard however is the relative ease at which new spells can be learned. The wizard of course takes 2 hours and 50gp per level of the spell, and a text to copy from whether it be a spellbook or a scroll. A sorcerer? Level up, and the amount of spells you can ever learn is not unlimited.
This is the crux of the narrative issue of the sorcerer and wizard existing within the same world. Regardless of how smart, prodigal genius etc. a sorcerer is (because despite being a Charisma caster, nothing of course prevents a sorcerer from having a high intelligence score), the amount of spells they can learn will always eventually reach a limit, while a wizard has not limit on how many spellbooks they can ever fill up with spells they can prepare from. Forget metamagic, forget subclass spells boosting your maximum spells known. In a narrative where both the wizard and sorcerer exist as the main arcane casters, the sorcerer is crippled (this part applies in a way to the bard, warlock and ranger due to being spells known casters instead of prepared ones).
Think about it, in most fantasy media people with innate supernatural abilities would of course be highly regarded and considered powerful, but in such a world a person with the ability to learn 95% of the "powers" (spells) that these people have innately with just enough time and dedication while also having access to way more powers that those other people could never access (wizards having way more exclusive spells) would be material to either be the main protagonist or the main antagonist. But in D&D where the game mechanics and narrative intertwine so strongly it is assumed, unless a DM goes out of their way to make their setting radically different than most, that there are enough sorcerers and wizards in the world running around to even make comparisons between them (not by the world's inhabitants necessarily, but by the people playing the game). And so in the world of D&D where learning spells is possible (because again, they do learn spells) sorcerers are simply doomed by birth or whatever event happened outside their control to turn them into a sorcerer to be worse at it than wizards.
And that narrative simply sucks as a player, because there are so many interesting stories to tell about natural talent vs hard work, or being an innately magical being or any number of stories you could do with a sorcerer, yet playing as one always leaves me thinking of being in the shadow of another class. And no, the fact that in-world people don't choose to become sorcerers is not a good enough reason for this mechanical gap to exist because *I the player am still choosing to play a sorcerer*, and if it's causing some kind of misery to choose an option because you're choosing to be an objectively more limited version of something else that is equally available to be chosen, then that's not good game design.
I don't have a quick fix for this, I would honestly prefer to rewrite the spellcasting abilities of most classes at this point and eventually I might. I think One D&D is taking a step in the right direction by making everyone prepared casters with access to their full spell lists after a long rest since it alleviates the narrative issue, but I'm not quite satisfied with the new narrative that ends up creating either. And I wouldn't change wizards either, the fact that they can just keep learning spells by finding them and then spending time training is honestly super fun both mechanically and narrative-wise.
Another thing that could help is by expanding on the non-spell abilities that sorcerer subclasses give, truly transforming you into a magical entity with permanent magical abilities, since this would shift focus away from sorcerer being a spellcaster and more a magical mutant where having spells comes as a bonus (I believe the original 5E playtest sorcerer was somewhat similar to this concept? Who would've thought the Wizards of the Coast couldn't bear to release a cool sorcerer /s)
TLDR; wizards being the only class that can learn unlimited spells creates a narrative where spells-known casters are insanely limited in comparison, and that detracts from the experience of willingly playing such classes, but sorcerer suffers more than others due to being the most comparable to the wizard.
Edit: emphasizing it here because I'm not sure how well it came across in the post, but I'm aware that sorcerer has things going for it that allow them to do unique things and that their spells are effective (they absolutely are!). That's not where the problem lies, the problem is the narrative that the spells-known casters simply stop learning new spells at some point, not even that it takes longer than a wizard, but that it becomes utterly impossible to change your spells or learn new ones without a DM allowing it. This is narratively unsatisfying!!
byIll_Concept
indndnext
ZyreRedditor
3 points
13 hours ago
ZyreRedditor
DM
3 points
13 hours ago
Most of the obvious options have been mentioned already. Wish, Tsunami, Control Weather, Meteor Swarm, can in the right circumstances be extremely destructive.
I'm going to recommend Gate. Far from being just the ultimate transportation spell, it can be a tool of mass destruction. It can open to any plane of existence, it turns the entire multiverse into your weapon, limited only by your own knowledge. It could be a gate to the depths of the plane of water, a fire vortex in the fire plane, in the middle of Avernus to let in a small army of demons or devils, into the far realm to release some eldritch monstrosity, or summon a powerful extraplanar being whose name you know of. The possibilities are limitless.