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I can haz WILD MAGE and the first DRAGONBORN art?
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<blockquote data-quote="Li Shenron" data-source="post: 6349416" data-attributes="member: 1465"><p>(Posting my first impressions, before reading everybody else's)</p><p></p><p>- Due to its placement, my first thought was that this is not a picture of a dragonborn, but of a Sorcerer with Draconic Bloodline already under transformation. However I don't know if it can go that far in the transformation, since I can't see the previous subclass features.</p><p></p><p>- <em>Dragon Wings</em> and <em>Draconic Presence</em> are both very appropriate and flavorful, but aren't they a bit too late? Flying at 14th level at least it's at-will and with no concentration needed, compared to the <em>Fly</em> spell which you can have 9 levels earlier. But Charm/Fear at 18th level? For 1 minute? Requiring concentration? When a simple <em>Charm Person</em> spell at 1st level lasts 1 hour and doesn't require any concentration?? The Draconic Presence affects any creatures, so let's see how it compares with <em>Charm Monster</em> when we see it, but still...</p><p></p><p>- I like the Wild Magic table of effects, but that's all. <em>Tides of Chaos</em> and <em>Bend Luck</em> aren't bad, but they don't feel like "wild magic" to me, they feel just "luck" abilities, which is not the same thing. More appropriate to a <em>Fatespinner</em>-type magician. At least the way I see it, I would expect "Wild Magic" to be about random (but partially controllable to be useful) <strong>magic effects</strong>. Sure you can always explain the additional dice of advantage as "it's magic", but the <em>feeling</em> to me is different between luck (intangible, transparent, and essentially "out of character") and wild magic (untamed and hard to understand but still as "physical" as regular magic).</p><p></p><p>- Again more advantage... Everybody loves this rule, but if they go overboard with sources of advantage, to the point every PC always get some advantage when they need, there's a chance after a couple of years we'll be sick of it.</p><p></p><p>- <em>Tides of Chaos</em> not completely clear to me. Before you use it (daily), you still roll 1d20 each time you cast a spell and if you roll 1 then you get a wild magic effect (this is due to <em>Wild Magic Surge</em>). After you use it, i.e. "before regaining it", every spell you cast creates a wild magic effect automatically (no 1d20 roll)?? But "you then regain the use of this feature" does it mean that <em>after using Tides of Chaos, the next spell you cast automatically causes a wild magic effect but also automatically recharges Tides of Chaos</em>? If that's the case, they seriously could have worded this better!</p><p></p><p>- Both abilities say "the DM <strong>can </strong>have you roll" for wild magic effects. Why "can"? Is it up to the DM?</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6349416, member: 1465"] (Posting my first impressions, before reading everybody else's) - Due to its placement, my first thought was that this is not a picture of a dragonborn, but of a Sorcerer with Draconic Bloodline already under transformation. However I don't know if it can go that far in the transformation, since I can't see the previous subclass features. - [I]Dragon Wings[/I] and [I]Draconic Presence[/I] are both very appropriate and flavorful, but aren't they a bit too late? Flying at 14th level at least it's at-will and with no concentration needed, compared to the [I]Fly[/I] spell which you can have 9 levels earlier. But Charm/Fear at 18th level? For 1 minute? Requiring concentration? When a simple [I]Charm Person[/I] spell at 1st level lasts 1 hour and doesn't require any concentration?? The Draconic Presence affects any creatures, so let's see how it compares with [I]Charm Monster[/I] when we see it, but still... - I like the Wild Magic table of effects, but that's all. [I]Tides of Chaos[/I] and [I]Bend Luck[/I] aren't bad, but they don't feel like "wild magic" to me, they feel just "luck" abilities, which is not the same thing. More appropriate to a [I]Fatespinner[/I]-type magician. At least the way I see it, I would expect "Wild Magic" to be about random (but partially controllable to be useful) [B]magic effects[/B]. Sure you can always explain the additional dice of advantage as "it's magic", but the [I]feeling[/I] to me is different between luck (intangible, transparent, and essentially "out of character") and wild magic (untamed and hard to understand but still as "physical" as regular magic). - Again more advantage... Everybody loves this rule, but if they go overboard with sources of advantage, to the point every PC always get some advantage when they need, there's a chance after a couple of years we'll be sick of it. - [I]Tides of Chaos[/I] not completely clear to me. Before you use it (daily), you still roll 1d20 each time you cast a spell and if you roll 1 then you get a wild magic effect (this is due to [I]Wild Magic Surge[/I]). After you use it, i.e. "before regaining it", every spell you cast creates a wild magic effect automatically (no 1d20 roll)?? But "you then regain the use of this feature" does it mean that [I]after using Tides of Chaos, the next spell you cast automatically causes a wild magic effect but also automatically recharges Tides of Chaos[/I]? If that's the case, they seriously could have worded this better! - Both abilities say "the DM [B]can [/B]have you roll" for wild magic effects. Why "can"? Is it up to the DM? [/QUOTE]
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