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Mike Mearls Dungeons & Dragons 5e interview, 6/26/14
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<blockquote data-quote="I'm A Banana" data-source="post: 6322594" data-attributes="member: 2067"><p>So the most obvious way to get that from here that I can see is to be a wild sorcerer, and leave the actual origin of the powers a blank slate. The mechanics of a wild sorcerer would seem to support this, as it is unpredictable -- just the way not-completely-understsood access to powers beyond human comprehension should be! </p><p></p><p></p><p></p><p></p><p>Yeah, I'm glad 3e introduced an alternate story for arcane magic, too (though I always think clerics get the short shrift in the look for alternate spellcasters -- like if someone can't cast Magic Missile they aren't even worth considering as a representation of a magical character, despite all the granted powers and inherent abilities). And I don't think 5e's backstory will be "mandatory" (basic is core, anything you add on after that is opt-in, so you want to take the sorcerer's mechanics and drop the story, and I believe that will be fine). So it looks like the 5e sorcerer isn't a bad fit so far...</p><p></p><p></p><p></p><p>I dunno about all that, but it seems kind of irrelevant to this iteration, anyway. </p><p></p><p></p><p></p><p>I'm not sure I agree. The 4e sorcerers that I've seen haven't referenced bloodline at all, and 4e mechanics were so decoupled from flavor that it's hard to see much of any enforced fluff on the powers. Pathfinder would seem to be a different story, but I've got less experience there.</p><p></p><p></p><p></p><p>I don't know how the 5e sorcerer can't fit this? Wild sorcerers don't have to be dangerous lunatics, they can easily be people just trying (and occasionally failing) to understand their dangerous powers, people haunted by an arcane curse, people with a strange something else about them that is a little uncontrolled and dangerous. It's not clear how transformative dragon sorcerers are going to be in the final release, either -- maybe they'll be fine, too, from a mechanical perspective.</p><p></p><p>It sounds like maybe you're looking for a mechanics-only spellcasting class that has no story attached, and that seems entirely possible within 5e's system, but I don't think "classes" are the place to find it. A 5e class is a story-based archetype from the looks of it, a group of powers with a role and meaning in the world, not just a naked mechanical skeleton. But I imagine that there will be the capacity to strip that out without much complication -- there's a unified spell progression that you can pretty much slap some a la carte class abilities onto and call it good, from the sounds of it.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 6322594, member: 2067"] So the most obvious way to get that from here that I can see is to be a wild sorcerer, and leave the actual origin of the powers a blank slate. The mechanics of a wild sorcerer would seem to support this, as it is unpredictable -- just the way not-completely-understsood access to powers beyond human comprehension should be! Yeah, I'm glad 3e introduced an alternate story for arcane magic, too (though I always think clerics get the short shrift in the look for alternate spellcasters -- like if someone can't cast Magic Missile they aren't even worth considering as a representation of a magical character, despite all the granted powers and inherent abilities). And I don't think 5e's backstory will be "mandatory" (basic is core, anything you add on after that is opt-in, so you want to take the sorcerer's mechanics and drop the story, and I believe that will be fine). So it looks like the 5e sorcerer isn't a bad fit so far... I dunno about all that, but it seems kind of irrelevant to this iteration, anyway. I'm not sure I agree. The 4e sorcerers that I've seen haven't referenced bloodline at all, and 4e mechanics were so decoupled from flavor that it's hard to see much of any enforced fluff on the powers. Pathfinder would seem to be a different story, but I've got less experience there. I don't know how the 5e sorcerer can't fit this? Wild sorcerers don't have to be dangerous lunatics, they can easily be people just trying (and occasionally failing) to understand their dangerous powers, people haunted by an arcane curse, people with a strange something else about them that is a little uncontrolled and dangerous. It's not clear how transformative dragon sorcerers are going to be in the final release, either -- maybe they'll be fine, too, from a mechanical perspective. It sounds like maybe you're looking for a mechanics-only spellcasting class that has no story attached, and that seems entirely possible within 5e's system, but I don't think "classes" are the place to find it. A 5e class is a story-based archetype from the looks of it, a group of powers with a role and meaning in the world, not just a naked mechanical skeleton. But I imagine that there will be the capacity to strip that out without much complication -- there's a unified spell progression that you can pretty much slap some a la carte class abilities onto and call it good, from the sounds of it. [/QUOTE]
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Mike Mearls Dungeons & Dragons 5e interview, 6/26/14
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