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<blockquote data-quote="Lanefan" data-source="post: 6311440" data-attributes="member: 29398"><p><strong>Responding to several topics at once...</strong></p><p></p><p>I have a 6-page surge list and some of the results are anything but harmless! Just ask the guy who got petrified due to a magic surge not long ago... <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Some, however, can be extremely beneficial.</p><p></p><p>Many are much more mundane, or silly, or both. And one leads automatically to a sub-adventure: "The next night, the party enters a dreamworld dungeon." Meaning, the party share and interact with a dream that is so vivid they remember all of it (including xp earned in it) on awakening; but items found do not really exist, items used are not really used, etc. A great opportunity for a DM to bust out an adventure completely different from the ongoing saga, as a diversion or break.</p><p></p><p>Which is my long way of saying that while I enthusiatically applaud the existence of the wild magic surge (WMS) table, I find it sadly lacking in content. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>=================</p><p></p><p>As an old-school type, there's a lot about basic 5e that's really encouraging me to take a long look at it...and the stuff that's missing from the basics will be trivially easy to bake back in:</p><p> - classes - once I've seen how the core 4 are built I can add Rangers, Druids, Assassins and Illusionists back in on a whim. Monks and Bards will be harder, but that's nothing new.</p><p> - races - again, after seeing the core 4 it'll be easy to put Part-Elves and Part-Orcs back in, and (if I have to) Gnomes.</p><p></p><p>The one huge disappointment to me after reading about the Mearls interview was the designers' ludicrously fast expectation of advancement rates - about a level every other session. But again, that should (in theory) be trivially easy to re-code.</p><p></p><p>==================</p><p></p><p>I too am somewhat thrilled to see a d% table in an official D&D book again; I hope there's more where that came from!</p><p></p><p>==================</p><p></p><p>To some extent I don't mind if alignment is mechanically baked in somehow, to the point that changing it makes a difference to how you play your character and-or how others perceive it. I also hope there are aligned items - things that work for you if you follow a certain ethos and bite you if you don't. That said, I can do without the black-and-white alignments as presented in the early editions; they should be somewhat malleable, gray scale, and subject to slow change over time. Also, your alignment should probably be determined by the DM once you've been played a while; if it says "NG" on your character sheet but your in-play actions have amounted to a lot of C and a little E then Ce you are.</p><p></p><p>Lan-"lawful is for those who can't, or won't, think for themselves"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6311440, member: 29398"] [b]Responding to several topics at once...[/b] I have a 6-page surge list and some of the results are anything but harmless! Just ask the guy who got petrified due to a magic surge not long ago... :) Some, however, can be extremely beneficial. Many are much more mundane, or silly, or both. And one leads automatically to a sub-adventure: "The next night, the party enters a dreamworld dungeon." Meaning, the party share and interact with a dream that is so vivid they remember all of it (including xp earned in it) on awakening; but items found do not really exist, items used are not really used, etc. A great opportunity for a DM to bust out an adventure completely different from the ongoing saga, as a diversion or break. Which is my long way of saying that while I enthusiatically applaud the existence of the wild magic surge (WMS) table, I find it sadly lacking in content. :) ================= As an old-school type, there's a lot about basic 5e that's really encouraging me to take a long look at it...and the stuff that's missing from the basics will be trivially easy to bake back in: - classes - once I've seen how the core 4 are built I can add Rangers, Druids, Assassins and Illusionists back in on a whim. Monks and Bards will be harder, but that's nothing new. - races - again, after seeing the core 4 it'll be easy to put Part-Elves and Part-Orcs back in, and (if I have to) Gnomes. The one huge disappointment to me after reading about the Mearls interview was the designers' ludicrously fast expectation of advancement rates - about a level every other session. But again, that should (in theory) be trivially easy to re-code. ================== I too am somewhat thrilled to see a d% table in an official D&D book again; I hope there's more where that came from! ================== To some extent I don't mind if alignment is mechanically baked in somehow, to the point that changing it makes a difference to how you play your character and-or how others perceive it. I also hope there are aligned items - things that work for you if you follow a certain ethos and bite you if you don't. That said, I can do without the black-and-white alignments as presented in the early editions; they should be somewhat malleable, gray scale, and subject to slow change over time. Also, your alignment should probably be determined by the DM once you've been played a while; if it says "NG" on your character sheet but your in-play actions have amounted to a lot of C and a little E then Ce you are. Lan-"lawful is for those who can't, or won't, think for themselves"-efan [/QUOTE]
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