Baldric wrote:
With 25 int, you can use casted polymorph and have as much or more concentration left than any other race you might have chosen, and you'd avoid BoG.
wat
Elves get 24 charisma, in other words, a beastly charm save, less than a combat round order lag and spell resistance. In return they have iron weakness and negative energy weakness. Worth it? Maybe, especially if you join a trib. I played an elf sorc before Antiira, and I'd still have him shelved if I hadn't forgotten to log into him one month: I enjoyed playing him, and actually intended to join the Hammer with him and own faces.
Sprites get the same intelligence as elves, and nice charisma as well, but they're size tiny, have higher natural dex, also have spell resistance, and are annoying. Drawbacks are cold iron weakness, the same INT as elves (Not far below humans, but enough to be annoying) and being globally reviled for being a sprite. Still, the most defensive of all sorc races if you can get access to ironguard.
Halflings are essentially sprites, but one size larger, no cold iron weakness, and crappy INT. Bad choice for a sorc overall, but the most defensive if you don't have ironguard access. Half-elves are like halflings, except with a little more int as a trade-off for no magical resistance. They're probably the worst race for sorcerer, because while they're the most defensive, they trade off too much offensive power.
Humans have the most INT save deep-elves, and that comes at the price of having lower charisma than all the other classes, and no spell resistance either. Usually the best choice for balanced offense and defense.
Deep-elves have the most INT, allowing them to carry two charms at once at the cost of most any other cast spell. They also have spell resistance, faerie fire, and the same charisma as humans. Their drawbacks are the heaviest, however. In addition to only being allowed as dark-aura (and therefore reviled by all light-auras) and having the cold-iron weakness applied to them, paladins totally destroy them with a spell that casts in barely over half a combat round. The only way to avoid that spell is to polymorph (which, naturally, loses them all the other bonuses they would normally get from being a deep-elf and runs the risk of them getting dispelled and owned anyway) enchant for MR, or just risk the chance of getting tagged and owned. Deep-elves are the perfect example of the "glass cannon," trading their defenses for offensive strength. Take away their strength of multiple charms, and you kill the benefit that makes the heavy drawback of utter destruction that is BoG worth it.
Finally, I'm going to say something that a lot of people will probably disagree with.
Against skilled/prepared players, especially in larger, longer group battles, sorcerers are not that powerful. I don't want to go into details because I don't want to give away all the weaknesses of the character I'm playing.
And yes, changing stance would make the whole double charm thing a lot less dangerous anyway. While I'd rather see the AC bonus of mood defensive fixed instead of removing order stance, making stance unorderable would be the easiest fix to implement that would alleviate the "NPC wars" syndrome.