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Mike Mearls Dungeons & Dragons 5e interview, 6/26/14
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<blockquote data-quote="MoonSong" data-source="post: 6323046" data-attributes="member: 6689464"><p>I don't want to doubt you then, though I'm having trouble picturing how it could be the case. I guess that is the difference between having watched the whole trilogy and only having watched the first ten minutes of the prequel.</p><p></p><p></p><p>I'm not sure the wild magic is the best for this, In the past I found it annoyingly hard to ignore, random here and there all the time was always distracting. </p><p></p><p></p><p></p><p></p><p>It depends, it would be easy to ignore if it was mostly fluff, but if it is a lot of "in your face" fluff+ mechanics combo it won't. But I need to see to know or believe, if opting out is goign to be giving up the main source of power that is just crippling yourself. (As far as I remember sorcery points are the one thing sorcerers received in compensation for handling over their schtick to wizards, but if that is tied to monsturos transformation or unnescessary risking the party I don't see how one can opt out beyond not using it). And I'm not comfortable reskining right and left, I'd rather have it been more neutral from the beginning. </p><p></p><p></p><p></p><p>In 4e case "the bloodlines" were the dragon, wild, cosmic and tempest magic, and they were awfully charged in flavour, the most obvious case was wild magic, it was very random and unpredictable, it was really hard to ignore. If you are into it, it is awesome, but I don't feel comfortable with that level of madness, it clashes with the view I have of my characters.</p><p></p><p></p><p></p><p>I need to wait and see, but the more I need to work against mechanics and flavor the less useful the class will be to me.</p><p></p><p></p><p></p><p>In a home group, of course. But without a stable group having to homebrew is a heavy hindrance. </p><p></p><p></p><p></p><p>Chargen will be the first step. But the more we get close to launch the more I lose enthusiasm.</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6323046, member: 6689464"] I don't want to doubt you then, though I'm having trouble picturing how it could be the case. I guess that is the difference between having watched the whole trilogy and only having watched the first ten minutes of the prequel. I'm not sure the wild magic is the best for this, In the past I found it annoyingly hard to ignore, random here and there all the time was always distracting. It depends, it would be easy to ignore if it was mostly fluff, but if it is a lot of "in your face" fluff+ mechanics combo it won't. But I need to see to know or believe, if opting out is goign to be giving up the main source of power that is just crippling yourself. (As far as I remember sorcery points are the one thing sorcerers received in compensation for handling over their schtick to wizards, but if that is tied to monsturos transformation or unnescessary risking the party I don't see how one can opt out beyond not using it). And I'm not comfortable reskining right and left, I'd rather have it been more neutral from the beginning. In 4e case "the bloodlines" were the dragon, wild, cosmic and tempest magic, and they were awfully charged in flavour, the most obvious case was wild magic, it was very random and unpredictable, it was really hard to ignore. If you are into it, it is awesome, but I don't feel comfortable with that level of madness, it clashes with the view I have of my characters. I need to wait and see, but the more I need to work against mechanics and flavor the less useful the class will be to me. In a home group, of course. But without a stable group having to homebrew is a heavy hindrance. Chargen will be the first step. But the more we get close to launch the more I lose enthusiasm. [/QUOTE]
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Mike Mearls Dungeons & Dragons 5e interview, 6/26/14
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