I completely understand and even agree that the Wild Magic sorcerous origin is not a viable option if you want to build the most powerful archmage that Faêrun has ever seen, but calling the subclass "not fun" is something that I simply cannot agree with.
It's like Zee Bashew once said, "It's all a matter of opinion, but to me table top games are all about shared storytelling; building tension and then releasing it. And even though they can be all about PCs who are super cool and good at everything, the spark of chaos is the spice that we need to turn a slog into a white water rapid chase."
The people who think it's not fun are people who died when they cast fireball on their 1st level selves, possibly even on others nearby. I also think it's fun, though it depends on the DM quite much. It can also be less fun if the DM never has you roll on the table and thus never letting your chaos burst out of you.
The people who think it's not fun are people who died when they cast fireball on their 1st level selves, possibly even on others nearby. I also think it's fun, though it depends on the DM quite much. It can also be less fun if the DM never has you roll on the table and thus never letting your chaos burst out of you.
This is why I hate them. I flat refuse to play with someone who's playing a wild magic sorc. I've been blown up, and greased by them too many times. Now, I fully understand that some folks like the RNG factor of the class and think it's fun. Hey, more power to you. My problem with the class is that *I* did not pick it, so *I* should not have to suffer because of it. If you want to blow yourself up, that's totally cool with me. If you blow *ME* up, we have a problem.
If I walked into an AL game and someone was at the table with a wild magic sorc, I'd pack my stuff and leave. I simply will not play with them any more. In a home game if you want to change those AOE effects to single target on the caster, cool beans. if you want to do it like the Wild Magic barb does, where it's creatures of choice (and you'd better not choose me), cool beans. Otherwise, I am simply not playing with them again. No D&D is better than bad D&D and wild magic sorcs ruin MY D&D.
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Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
The people who think it's not fun are people who died when they cast fireball on their 1st level selves, possibly even on others nearby. I also think it's fun, though it depends on the DM quite much. It can also be less fun if the DM never has you roll on the table and thus never letting your chaos burst out of you.
This is why I hate them. I flat refuse to play with someone who's playing a wild magic sorc. I've been blown up, and greased by them too many times. Now, I fully understand that some folks like the RNG factor of the class and think it's fun. Hey, more power to you. My problem with the class is that *I* did not pick it, so *I* should not have to suffer because of it. If you want to blow yourself up, that's totally cool with me. If you blow *ME* up, we have a problem.
If I walked into an AL game and someone was at the table with a wild magic sorc, I'd pack my stuff and leave. I simply will not play with them any more. In a home game if you want to change those AOE effects to single target on the caster, cool beans. if you want to do it like the Wild Magic barb does, where it's creatures of choice (and you'd better not choose me), cool beans. Otherwise, I am simply not playing with them again. No D&D is better than bad D&D and wild magic sorcs ruin MY D&D.
i can see your point but i played curse of strahd with a wild magic sorcerer and it was amazing and saved us hilariously several times and the bad ones happened but were not absurdly bad
The people who think it's not fun are people who died when they cast fireball on their 1st level selves, possibly even on others nearby. I also think it's fun, though it depends on the DM quite much. It can also be less fun if the DM never has you roll on the table and thus never letting your chaos burst out of you.
This is why I hate them. I flat refuse to play with someone who's playing a wild magic sorc. I've been blown up, and greased by them too many times. Now, I fully understand that some folks like the RNG factor of the class and think it's fun. Hey, more power to you. My problem with the class is that *I* did not pick it, so *I* should not have to suffer because of it. If you want to blow yourself up, that's totally cool with me. If you blow *ME* up, we have a problem.
If I walked into an AL game and someone was at the table with a wild magic sorc, I'd pack my stuff and leave. I simply will not play with them any more. In a home game if you want to change those AOE effects to single target on the caster, cool beans. if you want to do it like the Wild Magic barb does, where it's creatures of choice (and you'd better not choose me), cool beans. Otherwise, I am simply not playing with them again. No D&D is better than bad D&D and wild magic sorcs ruin MY D&D.
And you know what? That's totally alright. You don't have to like the subclass, you can even hate it; I just wanted to express my love for what many in the D&D community see as an underpowered and even "bad" subclass option.
I like the wild magic sub-class; it definitely should have some of the negative effects toned down at earlier levels (or scaled to the spell level that triggered the surge), but it also encourages wild magic sorcerers to play at a distance rather than casting indiscriminately right next to their allies, so that they don't earn the hatred of their entire party. DM's do have the option of toning down the negative effects, and definitely should with a low level against the odds fireball when the sorcerer didn't have a choice but to cast something.
I'm currently in a campaign with a wild magic sorcerer, but then I've got a flying Monk so the moment combat begins the minimum safe distance is just a distant memory. Personally I'm hoping the DM gives them a Wand of Wonder and a Deck of Many Things at some point, for maximum chaos 😈
I play a wild magic sorc minotaur in my main campaign right now. Best character i've every played.
I always keep away from the rest of the party, and fortunately haven't blasted myself with a fireball. Yet. It's definitely my favourite, though depending on the DM it can be plain boring at times.
For me, its the type of character I would only use in a game with a stable RPG group to minimize the amount of ill will that would happen if I accidentally dropped a fireball on half the party. The liabilities of a Wild Magic Sorc can be played around as well. I intentionally multi-classed my Wild Magic Sorcerer with a subclass of Cleric with heavy armor proficiency so that my character had a mechanical reason not to stick too close to the rest of the party, most of whom were somewhat squishy.
It's definitely my favourite, though depending on the DM it can be plain boring at times.
I think that's why they made the new Feywild Shard, that effectively lets you trigger the wild magic roll at will. Fixing the dependent upon DM part, anyways.
Granted, given that's how I ran Wild Magic up until now, I'm kinda annoyed that they're making it an attuned item as part of the stealth-fix of Wild Magic. Penalizing someone to fix a mistake is not how I would do things.
I think its all about understanding the math and the build. Done right you can have insane amounts of advantage. There is a higher probability of a beneficial affect if you are standing near the enemies but most of the time its just weird flavor. So you want high con with possibly the toughness feat. Take spells and meta magic that allow you to hold your own slightly away from the group. I played a deep Gnome chaotic good character that couldn't help himself and always told lies. I would play front man. My go to was cast blade ward before walking into any room For the first round of combat resistance. Many AL players enjoyed working with him once they realized I took the damage away from them. They were glad to laugh it off and bring me back up using healing. I didn't ever need to put another character at risk. (Except the one time I summoned a unicorn and one of the other players decided to poke at it. Once he was down the unicorn healed everyone else and left) And if I was ever in a spot where my actions could hurt the other players they all knew the dm could deny the surge but …. most would cheer me on.
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I completely understand and even agree that the Wild Magic sorcerous origin is not a viable option if you want to build the most powerful archmage that Faêrun has ever seen, but calling the subclass "not fun" is something that I simply cannot agree with.
It's like Zee Bashew once said, "It's all a matter of opinion, but to me table top games are all about shared storytelling; building tension and then releasing it. And even though they can be all about PCs who are super cool and good at everything, the spark of chaos is the spice that we need to turn a slog into a white water rapid chase."
Who's saying it's not fun?
I mean, sometimes it's disruptive if the table doesn't care for shinanigans, but otherwise?
The people who think it's not fun are people who died when they cast fireball on their 1st level selves, possibly even on others nearby. I also think it's fun, though it depends on the DM quite much. It can also be less fun if the DM never has you roll on the table and thus never letting your chaos burst out of you.
Varielky | Emma
This is why I hate them. I flat refuse to play with someone who's playing a wild magic sorc. I've been blown up, and greased by them too many times. Now, I fully understand that some folks like the RNG factor of the class and think it's fun. Hey, more power to you. My problem with the class is that *I* did not pick it, so *I* should not have to suffer because of it. If you want to blow yourself up, that's totally cool with me. If you blow *ME* up, we have a problem.
If I walked into an AL game and someone was at the table with a wild magic sorc, I'd pack my stuff and leave. I simply will not play with them any more. In a home game if you want to change those AOE effects to single target on the caster, cool beans. if you want to do it like the Wild Magic barb does, where it's creatures of choice (and you'd better not choose me), cool beans. Otherwise, I am simply not playing with them again. No D&D is better than bad D&D and wild magic sorcs ruin MY D&D.
Any time an unfathomably powerful entity sweeps in and offers godlike rewards in return for just a few teensy favors, it’s a scam. Unless it’s me. I’d never lie to you, reader dearest.
Tasha
i can see your point but i played curse of strahd with a wild magic sorcerer and it was amazing and saved us hilariously several times and the bad ones happened but were not absurdly bad
I am leader of the yep cult:https://www.dndbeyond.com/forums/off-topic/adohands-kitchen/82135-yep-cult Pronouns are she/her
And you know what? That's totally alright. You don't have to like the subclass, you can even hate it; I just wanted to express my love for what many in the D&D community see as an underpowered and even "bad" subclass option.
I actually made Wild Magic work great on a halfling luck build. It's not bad or underpowered.
It's just potentially disruptive. Which is different.
I like the wild magic sub-class; it definitely should have some of the negative effects toned down at earlier levels (or scaled to the spell level that triggered the surge), but it also encourages wild magic sorcerers to play at a distance rather than casting indiscriminately right next to their allies, so that they don't earn the hatred of their entire party. DM's do have the option of toning down the negative effects, and definitely should with a low level against the odds fireball when the sorcerer didn't have a choice but to cast something.
I'm currently in a campaign with a wild magic sorcerer, but then I've got a flying Monk so the moment combat begins the minimum safe distance is just a distant memory. Personally I'm hoping the DM gives them a Wand of Wonder and a Deck of Many Things at some point, for maximum chaos 😈
Characters: Bullette, Chortle, Dracarys Noir, Edward Merryspell, Habard Ashery, Legion, Peregrine
My Homebrew: Feats | Items | Monsters | Spells | Subclasses | Races
Guides: Creating Sub-Races Using Trait Options
WIP (feedback needed): Blood Mage, Chromatic Sorcerers, Summoner, Trickster Domain, Unlucky, Way of the Daoist (Drunken Master), Weapon Smith
Please don't reply to my posts unless you've read what they actually say.
I play a wild magic sorc minotaur in my main campaign right now. Best character i've every played.
I always keep away from the rest of the party, and fortunately haven't blasted myself with a fireball. Yet. It's definitely my favourite, though depending on the DM it can be plain boring at times.
For me, its the type of character I would only use in a game with a stable RPG group to minimize the amount of ill will that would happen if I accidentally dropped a fireball on half the party. The liabilities of a Wild Magic Sorc can be played around as well. I intentionally multi-classed my Wild Magic Sorcerer with a subclass of Cleric with heavy armor proficiency so that my character had a mechanical reason not to stick too close to the rest of the party, most of whom were somewhat squishy.
I think that's why they made the new Feywild Shard, that effectively lets you trigger the wild magic roll at will. Fixing the dependent upon DM part, anyways.
Granted, given that's how I ran Wild Magic up until now, I'm kinda annoyed that they're making it an attuned item as part of the stealth-fix of Wild Magic. Penalizing someone to fix a mistake is not how I would do things.
Though the Fireball roll is wack (The others are good though)
I think its all about understanding the math and the build. Done right you can have insane amounts of advantage. There is a higher probability of a beneficial affect if you are standing near the enemies but most of the time its just weird flavor. So you want high con with possibly the toughness feat. Take spells and meta magic that allow you to hold your own slightly away from the group. I played a deep Gnome chaotic good character that couldn't help himself and always told lies. I would play front man. My go to was cast blade ward before walking into any room For the first round of combat resistance. Many AL players enjoyed working with him once they realized I took the damage away from them. They were glad to laugh it off and bring me back up using healing. I didn't ever need to put another character at risk. (Except the one time I summoned a unicorn and one of the other players decided to poke at it. Once he was down the unicorn healed everyone else and left) And if I was ever in a spot where my actions could hurt the other players they all knew the dm could deny the surge but …. most would cheer me on.