I was one of the few people who preferred the 5e playtest implementation, and hated the final 5e implementation.
I wasn't around for the 5e playtest, but I don't get the impression that's a view that only a few people have.
I was one of the few people who preferred the 5e playtest implementation, and hated the final 5e implementation.
Huh. Interesting. None of what I described sounds like it would feel more innately magical than a wizard with a spellbook?Breaking the rules doesn't make them seem magical to me. Ymmv of course.
Yep. Pure magic is appealing, even Chaos I guess I can see the appeal, but the base of the class should just be “person who has a direct line inside them to the weave (or whatever). Like, they just channel unalloyed magic. Directly. And no one else can.Yeah I'm seeing alot of push back on this. They want this spell to be to the Sorcerer's Eldritch Blast, but they are underestimating how disliked the Wild Sorcerer is by a good chunk of the fans, because TPKs its triggered, to messing up dmplans by some surge that wrecks a balanced encounter, etc...
I don't hate it, I just recognize it needs experienced dms and players so ut does wreck a game single handly which means it has no place in a PHB, it belongs suplimental material. I like the flavour, its just not new player friendly at all.
We could use dead sorcerers' body parts to make magic items.Maybe sorcerers should have auras, or be able to decrease damage taken, or something. I feel like they should be creatures of magic, not creatures that learned magic. They should feel magical.
I hear what you're saying, but can I play a kender wild magic sorcerer?This so much. IME "can I play a wildmagic sorcerer" is distressingly close to the nails on chalkboard equivalent of what "can I play a kender" back in the day when choosing to shift responsibility for the fallout by voicing the question itself was an indication that problems were almost certain to follow.
I quite like the idea that all sorcerers start out with “wild magic” but learn to control it better over time as they come into their bloodline.They indicated that somehow subclasses will change how the spell works, so at least by 3rd level I doubt that happens.
I haven’t played DCC and don’t know what their random magical effects are like, but I have always felt that wild magic surges should be more like wild metamagic, altering the effect of your intended spell in some unpredictable way, rather than a completely random and unrelated effect. Make the AoE bigger, smaller, or a different shape, the duration longer or shorter, the damage greater or lesser, that kind of thing, instead of bizarre nonsense like summoning flumphs or growing facial hair made of feathers.I think the problem is that it's the class a lot of people never play. WotC is trying to change that, which is likely bad news for current fans of the class.
I would definitely tell them this.
I think the random magical effects in Dungeon Crawl Classics are probably more appropriate than the current wild magic surges. Your fireball should be randomly surging from shooting off fireworks to destroying everything within a mile's radius, not spraying the battlefield with butterflies.
That would fit really well with the whole bloodline thing too.I'd really like to see sorcerers have powers based on planar origin. Dragons etc. are Material Origin, Elemental Origin, Outer Planar Origin, Fey, and Shadow, and then sub-options for each subclass there based on the specifics.