In the wake of the release of M20 Sorcerer, I'm restarting my Updating and Expanding Sorcerer thread.
The purpose of this thread is to note things that M20 Sorcerer didn't include that were in earlier editions, and to propose house rules to upgrade the effectiveness of sorcerers.
M20 Sorcerer didn't include any of the Backgrounds from SRev. This isn't necessarily a problem: those Backgrounds were Cholé (a Background that's more appropriate to the Bata'a and those with similar Practices than to Sorcerers), Guide (which is essentially just a Familiar), Mana (which is mechanically identical to Avatar, save only that the Avatar is Sleeping and won't be providing any guidance to the sorcerer unless and until it Awakens and the sorcerer becomes a mage), and Status (which appears in M20). It adds Artifact, though I'd argue that that's redundant: just like you can use Avatar to represent SRev's Mana, you can use Wonder to represent Artifact. There's no reason why Wonder must be restricted to magical items created using Awakened Magick.
A number of the Merits and Flaws have also been removed; but I'm not seeing anything that I regret losing. Either they're implemented in other ways (e.g., you don't need Ritual Congregation when you have the Cult Background) or they really don't have anything to do with sorcerers (why in the world did S20 include Sterile or Mistreated Minority?). I miss more the fact that Character Creation section doesn't mention the Equal for All option.
The sixth dots of the Paths are gone.
My main bullet point from the old thread has been incorporated into M20 Sorcerer: Paths no longer list specific Attribute + Ability pools; instead, the sorcerer assigns a Practice to the Path and uses that to decide what Attribute and Ability should be used for it. While I like it, it does make Sorcerer slightly less “shovel-ready”; so one thing I intend to do here is to provide “sorcerous approaches”, which start as cheat sheets for the hedge wizards featured in Hunters Hunted II, Kinfolk, and Ghost Hunters, listing not just which Paths they feature but also what pools each Path uses. I intend to expand to the various Affiliations featured in M20 Sorcerer.
Psychic Phenomena, on the other hand, don't need this treatment, at least not for the purpose of keeping things simple: all Psychic Phenomena that have rolls now use your Willpower as their dice pool. This is perhaps too simple; and an option might be presented making Psychic Phenomena more like Hedge Paths by basing their pools off of the Psionics practice found in Book of Secrets: the nutshell version is that the associated Abilities are things like Awareness, Empathy, Meditation, and Alertness.
In terms of house rules to further empower sorcerers: the first and foremost one is to remove the Willpower expenditure for casting a spell, performing a ritual, or activating a psychic phenomenon. This is the single biggest hindrance that sorcerers face in working their magic, forcing them to use their Paths very rarely. I might make an exception for Fast Casting: unlike earlier editions, M20 Sorcerer doesn't require you to spend another Willpower to Fast Cast. But that might be appropriate if you don't have to spend Willpower to cast in the first place.
My next suggestion would be to make the spending of successes on Aspects something you do after the spell is cast, not before. One success gets you the minimum rankings in all relevant Aspects, and then subsequent successes let you increase the Aspects as you see fit. Increasing this a bit further, identify one Aspect per Path as its primary Aspect: the first success you get gives you that Aspect at your Path rating.
The purpose of this thread is to note things that M20 Sorcerer didn't include that were in earlier editions, and to propose house rules to upgrade the effectiveness of sorcerers.
M20 Sorcerer didn't include any of the Backgrounds from SRev. This isn't necessarily a problem: those Backgrounds were Cholé (a Background that's more appropriate to the Bata'a and those with similar Practices than to Sorcerers), Guide (which is essentially just a Familiar), Mana (which is mechanically identical to Avatar, save only that the Avatar is Sleeping and won't be providing any guidance to the sorcerer unless and until it Awakens and the sorcerer becomes a mage), and Status (which appears in M20). It adds Artifact, though I'd argue that that's redundant: just like you can use Avatar to represent SRev's Mana, you can use Wonder to represent Artifact. There's no reason why Wonder must be restricted to magical items created using Awakened Magick.
A number of the Merits and Flaws have also been removed; but I'm not seeing anything that I regret losing. Either they're implemented in other ways (e.g., you don't need Ritual Congregation when you have the Cult Background) or they really don't have anything to do with sorcerers (why in the world did S20 include Sterile or Mistreated Minority?). I miss more the fact that Character Creation section doesn't mention the Equal for All option.
The sixth dots of the Paths are gone.
My main bullet point from the old thread has been incorporated into M20 Sorcerer: Paths no longer list specific Attribute + Ability pools; instead, the sorcerer assigns a Practice to the Path and uses that to decide what Attribute and Ability should be used for it. While I like it, it does make Sorcerer slightly less “shovel-ready”; so one thing I intend to do here is to provide “sorcerous approaches”, which start as cheat sheets for the hedge wizards featured in Hunters Hunted II, Kinfolk, and Ghost Hunters, listing not just which Paths they feature but also what pools each Path uses. I intend to expand to the various Affiliations featured in M20 Sorcerer.
Psychic Phenomena, on the other hand, don't need this treatment, at least not for the purpose of keeping things simple: all Psychic Phenomena that have rolls now use your Willpower as their dice pool. This is perhaps too simple; and an option might be presented making Psychic Phenomena more like Hedge Paths by basing their pools off of the Psionics practice found in Book of Secrets: the nutshell version is that the associated Abilities are things like Awareness, Empathy, Meditation, and Alertness.
In terms of house rules to further empower sorcerers: the first and foremost one is to remove the Willpower expenditure for casting a spell, performing a ritual, or activating a psychic phenomenon. This is the single biggest hindrance that sorcerers face in working their magic, forcing them to use their Paths very rarely. I might make an exception for Fast Casting: unlike earlier editions, M20 Sorcerer doesn't require you to spend another Willpower to Fast Cast. But that might be appropriate if you don't have to spend Willpower to cast in the first place.
My next suggestion would be to make the spending of successes on Aspects something you do after the spell is cast, not before. One success gets you the minimum rankings in all relevant Aspects, and then subsequent successes let you increase the Aspects as you see fit. Increasing this a bit further, identify one Aspect per Path as its primary Aspect: the first success you get gives you that Aspect at your Path rating.
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