LilithsThrall said:
Interesting way that you put that. Yes, if you ignore all the bad parts, what's left isn't so bad. I have to agree with you. But considering just how much bad stuff there is (labyrinthine spell progression, alchemy based on silver (making it too expensive for the sorcerer levels where it's needed most and too abundant for sorcerers who need it least), spells which are useless or only worthwhile choices for just a few levels, etc.), yes, there are major problems in the sorcery rules.
Could you be more specific in what you find bothersome? Because, just speaking broadly about stuff that's weak doesn't rate to me as a major concern. That's no worse than feat imbalances.
Spell progression - I find some of the spell progression ridiculous. I have a newish character trying out the Fire style and deciding whether to go for moderately useful or to go for pretty much useless until you hit "crackin'ly cool" is a chore. Oh well, much of the Conan options for characters were only meant for NPCs anyway. There are enough worthwhile spells out there, especially with supplements, to have a wee bit of PC build options.
Alchemy - I just find the whole subject illdefined. The question has come up before "How many bombs does the sorcerer get?" Answer pretty much seems to be however many the GM wants the sorcerer to have. For a PC alchemist, I'd have production be more role-playing based to where a PC gets either the right amount or the amount they deserved based on the decisions made.
Bad spells - Sure are a lot of them. I point valued all of the 2e mainbook spells on a scale of 0-10. If you take 5-6 as average, then I have 43 bad spells, 8 average, and 19 good spells ... for a *PC* in *our* campaign.
Entire styles have major problems - Oriental's spells are way too expensive, Necromancy has few options, Summoning is not PC oriented. Supplements haven't appeared to fix these. But, again, sorcery is largely a NPC mechanic. A PC sorcerer will have limited options for general use spells, but there shouldn't be much in the way of PC sorcerers or much spellcasting by those sorcerers.
It depends upon how you see PC sorcery. I look at it where a PC needs to be effective without ever casting a spell. I don't mean effective in combat, just effective to a party. Our main campaign sorcerer is a huge knowledge base, which is often far, far more important than how much damage someone does a round. A PC should also figure out a way to be functional in combat, even if it's just how to maximize the benefits of going total defense every round. *Then*, put spellcasting on top and you get an effective PC who can do things that no one else can do.
I would not recommend a scholar to a player who isn't clever or strategic, being able to identify useful spells and resource management are huge parts to playing a PC scholar in our experience.
I would not recommend a scholar to someone with a buttkicker mentality. It's not impossible for a scholar to fight, my sorcerer in a side campaign has done most of the fighting for the party so far (just got up to 4th level). But, it's unwise to be aggressive, our main sorcerer (noble/scholar 2/11) spends a lot of time unconscious because he doesn't grasp the concept that he sucks at fighting.
For NPC sorcery, I wouldn't worry about spell progression or PP costs or how many Demonfires they can afford, I'd let them do whatever I'd want to make the scene dramatic and challenging.