Review: 4E Sorcerer Preview (PHB2)

What’s that? A new class preview from the upcoming PHB2 has been released? Ah, it’s the Sorcerer. Good to have you back. Honestly, I’m a little surprised to see an actual Sorcerer class; I thought they would have simply used warlock pacts.Sorcerer

Role: Striker. You channel powerful magical energy through your body, exerting control over wild arcane magic to blast foes. You lean toward controller as a secondary role.
Power Source: Arcane. Arcane magic is in your blood, as a touch of either ancient draconic power or untamed chaos energy, and you unleash it through sheer force of will and physical discipline.
Key Abilities: Charisma, Dexterity, Strength

Armor Proficiencies: Cloth
Weapon Proficiencies: Simple melee, simple ranged
Implements: Daggers, staffs
Bonus to Defense: +2 Will

Hit Points at 1st Level: 12 +Constitution score
Hit Points per Level Gained: 5
Healing Surges per Day: 6 +Constitution modifier

Trained Skills: Arcana. From the class skills list below, choose three more trained skills at 1st level.
Class Skills: Arcana (Int), Athletics (Str), Bluff (Cha), Diplomacy (Cha), Dungeoneering (Wis), Endurance (Con), History (Int), Insight (Wis), Intimidate (Cha), Nature (Wis)

Class Features: Spell Source

One of these days I’m going to add a stat-block definition to my CSS file…

Anyways, this all looks straightforward enough. Pew-pew lasers with CHA for the attack roll and STR and DEX to modifiy the damage or effect. Wait, what? Being physically strong or lithe determines the power of my magic? OK, I’ll roll with it for now. Let’s look at that class feature, “Spell Source.” There’s two options here, Dragon Magic and Wild Magic. Each one covers a lot of ground though.

Dragon Magic is the typical Sorcerer fluff we all love and remember. “A dragon’s blood flows through my veins” and all that jive. You get a bonus to damage rolls equal to STR/STR+2/STR+4 depending on your tier. You can use your STR for your AC instead of DEX or INT while wearing light armor (cbpye’s note: I’m getting tired of all this “your AC is good even if you have a poor DEX” crap). You gain a +2 bonus to AC the first time you become bloodied during an encounter (goes away at the end of the encounter). The real gravy here though is the bit named Dragon Soul. This feature gives you +5/+10/+15 innate resistance against a damage type of your choice, while at the same time allowing your powers to ignore that same amount of resistance for that damage type against your enemies. That is ridiculously good.

Wild Magic is exactly the sort of thing I’d like to see more of in 4e. The first attack roll you make gives you one of two bonuses: +1 AC (until your next turn) on evens, make a saving throw on odds. You get a bonus to damage rolls equal to DEX/DEX+2/DEX+4 (like Dragon Magic’s bonus, above). When you roll a natural 20 with an arcane power, push the target back a square and knock it prone after applying the power’s usual effects. When you roll a natural 1 with an arcane power, push all creatures within 5 squares of you back one square. Oh, know that resistance bonus/ignorance that Dragon Magic sorcerers get? Wild Magic sorcerers get it too, but the damage type is randomly determined by a d10 roll after each extended rest.

Let’s talk about two of the at-will powers. HOLY SHIT they are good. How good? The first one in the list is Acid Orb, which can be used as a ranged basic attack. Range is 20 squares, CHA vs. Reflex, 1d10+CHA damage. “Acid” is one of the choices available for the Dragon Soul option, BTW.

Here’s one for the Wild Magic dudes called Chaos Bolt. Ranged 10, one creature. CHA vs. Will, 1d10+CHA psychic damage. Wild Magic users get to make a secondary attack (CHA vs. Will) if they rolled an even number on the attack roll. If this attack hits, it deals 1d6 psychic damage to a target within 5 squares of the previous target. Repeat the process so long as you roll evens on the attack roll, but you can’t hit anything more than once per turn with this power.

I thought the at-will powers were good, but the encounter powers are simply nuts.  There are five first-level encounter powers given in this preview. They all use CHA for the attack, most target Reflex and they deal damage like this: 1d10+CHA (vs. will, Wild perk), 3d6+CHA (vs. fortitude), 2d10+CHA, 2d8+CHA, 2d6+CHA (acid, burst 3, Dragon perk). Yeah, massive damage. There’s no drawback to using any of these, either.

The first-level daily powers… well, there’s only one I’d take: Dazzling Ray. Ranged 10, CHA vs. Will, 6d6+CHA damage, half damage on a miss. That’s not even including the little perk that Wild Magic users get with the power. It’s so DAMAGE that I’d pick it even as a Dragon Magic sorcerer.

The utility powers are what you’d expect for second-level utility powers, and the third-level encounter powers are about on-par with the first-level encounter powers. The sorcerer is a solid damage-dealer all around.

I’m OK with the sorcerer having this kind of damage potential. Tim should be going pew-pew-acid-lazor-ball-BOOM every 6 seconds. I just think that the sorcerer, as shown here, has too much HP. Sorceror HP progression is fine starting at 12+Constitution, but the advancement should be 3 per level and not 5. With this kind of damage output they should be re-enforcing the concept of a “glass cannon” magic-user. I don’t think WotC will ever do something like that, though, what with a person’s STR determining their AC.

OK, nice-time is over; now it is rant-time.

Using the measure of how much you can lift and how hard you can hit things to determine how (un)likely you are to be hit? Seriously? I know that these tabletop games must employ some measure of abstraction (even my beloved Dark Heresy does) but 4th Edition has really been getting carried away with this. I actually prefer that wizards and sorcerers are making attacks against static defenses using INT and CHA (it’s no different from 3.5’s system of setting the DC to a static number based on your INT or CHA and having the target roll a saving throw), but someone using their STR or CON to determine their AC is a huge stretch. Even using INT to determine AC is taking it too far, I think. “I’m really smart, so you’re not going to hit me.” No, Tim, if you were really smart you’d be standing where you’re less likely to be hit in the first place (like cowering behind that crate, you frail little magic-man).

All that this pointless abstraction does is pamper players that don’t know how to balance the pro’s and con’s of a class choice (and when they balance it poorly they probably get upset about the consequences). This ridiculousness isn’t new, and it isn’t limited to AC. How does being smart (INT) improve my reflexes instead of my awareness (WIS)? Why are some classes and paragon paths determining their weapon-based attack rolls with stats other than STR or DEX (Paladin, Rogue, Artificer)?

This almost makes the use of ability scores pointless. Consider, for a moment, if D&D had no mention whatsoever of ability scores and every class description included this bit:
“Add 4 to all attack rolls and 3 to all damage rolls. Increase your AC by 3 if you are wearing light armor. Add 1 to each of these numbers every two levels.”

Ignoring starting HP, the other three defenses and skills I just gave you a way to completely remove ability scores from character creation in D&D (give me another 30 minutes and I can probably think of a way to get it to work for skills, defenses and HP, too). Perhaps this is just a reflection of something that D&D has become: a system that panders to a lowest common denominator consisting of a bunch of munchkins that are locked in a perpetual awesome-face.

That being said, I want to make a Dragonborn Dragon-Magic-Sorcerer named Xulfer dica Ytsan.  DEX as his third-highest stat, acid-based Dragon’s breath and using “acid” for his Dragon Soul choice.  A lifetime of agonizing heartburn must end! …  Don’t look at me like that.  Ask any of my friends and they’ll tell you that I’m a filthy powergamer when it comes to D&D.

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10 Comments

  1. Stexe
    Posted 2009-01-26 at 11:30:28 | Permalink

    The Sorcerer looks interesting, but seems too random for his own good.

    I don’t have a problem with the whole “use another stat for AC.” I can understand that the value of stats is less, but you have to factor in what skills you will be good in. Skills are much more important in 4e due to Skill Challenges, so a Sorcerer would be better at Athletics than a Wizard. If you removed stats from the equation then you’d have weird combinations like a Wizard who was good at Thievery and Athletics.

    Strength isn’t just a measure of how much you can lift stuff, but more like the requirements of being able to use your own physical body to enhance your spells through sheer force (while CON would be through fortitude). Remember that Sorcerers are based on “blood” rather than training, which is more physical based than a Wizard. It is a little bit of a stretch, but it is understandable in my eyes. Plus, his power source is Arcane, which means it is “MAGIC” so it can ignore some common sense. I’m pretty sure you wouldn’t see something like that in a Martial class.

  2. David
    Posted 2009-01-26 at 12:23:12 | Permalink

    I am afraid the 4th Edition is going down the road that Rifts went down, where every new splat book has to present someting even more uber powered then the last one. So far I am enjoying 4th but if it keeps going down the arms race for power gamers road, I may decide to go with Pathfinder exclusivly or even back to 2nd Edition.

  3. ShinAkuma2
    Posted 2009-01-26 at 14:26:10 | Permalink

    “but someone using their STR or CON to determine their AC is a huge stretch.”

    AC is not just dodging. It’s also ability to ignore/block an attack. “I’m so strong/tough that you can’t penetrate my mighty muscles” has been used with strong-guy archetypes for years. If Marvel Comics’s Thing was a 4e character, do you think he’d be using his Dex to dodge attacks, or his Con to block/ignore them?

    “Even using INT to determine AC is taking it too far, I think. “I’m really smart, so you’re not going to hit me.””

    It’s more like, “I’m so smart that I can tell exactly what you’re doing as you’re doing it. I’ve seen it a million times. As such, avoiding it is child’s play.”

  4. Stexe
    Posted 2009-01-27 at 11:48:27 | Permalink

    David, I have to completely disagree with you there. Most of the new material has been sub par compared to the original stuff. I mean no one can out damage a Scimitar Dancing Ranger. Plus, a well designed Orb Wizard can effectively instantly kill (by stunning an enemy with such a huge degree) one target that bosses become pointless.

    I read the Character Optimization boards and almost all the new material is fun and unique, but definitely NOT overpowered (Barbarian for example suffers from being horrible without using a Daily each battle). The only really overpowered things that has come out recently are the new choices for old classes. 4e is a much better designed product compared to 3e which was a joke with all the silly prestige class loopholes that you could do. Plus, if you have a problem with a specific element in any RPG, just ban it from your home campaign and problem solved.

  5. BG
    Posted 2009-01-27 at 16:55:55 | Permalink

    Yeah, the two at-wills you mention are good, but I don’t get a “HOLY SHIT” from reading them. Acid Orb is Eldritch Blast with a damage type and longer range. The sorc’s extra damage just (barely) balances out the lack of a curse/quarry mechanic. That you could overcome the acid resistance through Dragon Soul is nice, but acid’s probably a poor choice for that feature otherwise.

    Chaos Bolt is cute, but consensus seems to be that you have to hit with the primary to even get a chance at the secondary, so you won’t be seeing multi-hit chains very often. The base damage die on encounter powers doesn’t really seem very different from the warlock who has lots of 2d8, some 2d6, a 2d10 (I think in Dragon), and a 3d6, all with nice riders.

    And as people have pointed out, 6d6 on a daily is very nice, but a dwarven fighter(!) can hit that with a 3W power on a 2d6 weapon at first level. The hp probably don’t need to be lowered any more, especially since before feats the sorc will generally start with the worst AC in the game. The sorc is a good direct damage-dealer and looks like fun, but doesn’t obviously outshine any of the other classes.

  6. Wraithstalker
    Posted 2009-02-1 at 21:39:05 | Permalink

    The lack of a wand implement is a little sad making. Especially since the flame (or any other element type) wand would be good with a Dragon Magoc.

    Will the dagger implement allow you use Flaming/Frost/Radiant weapons to change your spells damage type or has that already been errated?

  7. Paedan
    Posted 2009-02-9 at 1:01:24 | Permalink

    Will you being reviewing the Shaman soon? I find your reviews informative and interesting.

  8. Posted 2009-02-9 at 7:13:43 | Permalink

    A Shaman review is on the way. I’ve got a lot of things that I’m dealing with at the moment (college classes, some other appointments, planning a WH40K army, writing some other reviews and articles, etc).

    Honestly, I didn’t even know there was a Shaman preview released until Friday. Went completely under my radar.

    Thanks for the comments and readership, everyone!

  9. reiphil
    Posted 2009-03-6 at 18:14:32 | Permalink

    On your comment about INT being used as an AC score. It can work from the perspective that being intelligent means that you are able to perceive or predict attack patterns and dodge attacks a lot easier.

    On Chaos Bolt – is the target for the secondary any creature within range, or is it enemy only? Forced backlashing of your own party seems hurtful, though i would love to see one bolt decimate a group of minions.

  10. Jo
    Posted 2009-04-10 at 0:32:39 | Permalink

    Ah, it’s good to have a sorcerers back.

    I think, given what I’ve seen here, that the whole high HP might have come as a result that they don’t appear to (though I might find this to be untrue once i finally get a hold of the PHB2) have less manipulative abilities than the warlock or wizard. (bonus damage is cool and all, but it ain’t blindness/stunning pushing/pulling etc on nearly every other spell.) so it could be that we should expect to see sorcerers facing a more successful attacks against them than their spellcasting counterparts.

    As for the strange and wonderful ways to boost your AC, I agree it is rather like a large and fuzzy security blanket, but at the same time I can relate to the frustration of trying to make a fun character whose stats and story match what you think they should be as opposed to the statistically ‘best build’ that stat minded people eventually work out. (which in turn tends to mean anything falling outside that perfection becomes ’sub-optimal’ (*cough* World of Warcraft *cough* for example *cough, cough*))

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