Potion miscibility was in the playtest. I think the odds are very good that it will make it to the final DMG.Woo-hoo! Wild Magic is back! C'mon, potion miscibility!
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Potion miscibility was in the playtest. I think the odds are very good that it will make it to the final DMG.Woo-hoo! Wild Magic is back! C'mon, potion miscibility!
That may be the case. I was hoping for some hybrid between the 4E sorcerer and previous editions. But there is still hope, because a table of random effects should be easy to replace. I will not know for certain until the PHB is released, but it may be my first house rule.I think the wild sorcerer is not for you.
I see the PHB, MM, & DMG as the core books, the free Basic Rules pdf is just a teaser that will get thrown away once the real books come out.
I don't want to see anything in those core books that I don't like, I understand I will that is just how it goes but to me it is a bad sign that the first real look at the finished product and it makes me ignore an entire subclass to suit the taste of my playstyle.
I don't like house rules, I do use them but I see them as doing the designers work for them and if I have to have a lot of them I start to ask myself "Why should I give them money for something I am going to change 50% of?".
Paraxis said:How is it hard to understand that there are going to be "core" optional modules in the DMG? They carry more weight and are official optional rules.
For the most part, I really like the wild magic surge table--it's wacky and fun, perfect for the type of player who wants to be a wild mage. That said, I do hope they take a second look at the entries that screw with the other PCs. The wild mage should not, as a rule, be able to drag other people into the Wacky Fun Zone; it isn't everyone's cup of tea.
So I'm glad they went with the more inclusive approach. If they had left out Wild Sorcerers because some people didn't like them, one group would be under served. With it in the book, just tell your player's you think people who like wild magic are daft and move on.
[MENTION=13009]Paraxis[/MENTION]: It's not hard to understand that you see it that way. I don't think the game's designers see it that way, though. So if you do think that their words more authority than those of third-party authors, will you accept that they're designing this edition with the intention that it is both highly modular and user-extensible? From their perspective (as I understand it): Basic is the core, everything else is extension or modification of that core, and house rules that make the game "yours" are to be encouraged. It seems that you've already overruled their "authority" by deciding on your own way of interpreting the game's rules structure. Do you see how that's a contradiction?