Many people have pointed out that the effects in the Wild Surge table do not scale. They are powerful at level 3, but much less so at higher levels.
I wonder why this is the case. Looking at Zealot, Storm Herald and Ancestral Guardian, the damage of their effects all scale. Why did WotC choose not to in this case?
I am probably going to take this path, as I love the flavour, but am worried that it will feel like a mistake at higher levels.
I've just realised that I'm asking a pretty ridiculous question here. Few, if any, will actually know why WotC did anything.
What I really want to know is whether anyone can see a good reason that scaling would not be included in the Wild Surge effects, and whether that lack of scaling will have as big an effect at higher levels as I fear?
Well each of the effects is a one off that you can reroll as a reaction later on, and most of them are pretty universally useful. There are some where scaling could be nice so lets look real quick at what they do.
1: A one time effect that deals 1d12 damage in a 30 foot radius and gains you 1d12 temp hp- this one could scale but at later levels using unstable backlash you already kind of scale this up by being able to potentially repeat the effect several times, which is probably enough scaling as is.
2: Misty Step doesn't need to be scaled
3: 1d6 small range AOE as a bonus action each turn. This one could be scaled up and it probably the one that would want scaling most of all.
4: Just a straight up weapon buff. Not my favorite but it doesn't need to scale.
5: 1d6 spike damage. This one is really strong at all levels especially with barbarian resistances.
6: +1 to AC. Nuff said
7: Difficult terrain around you, no real way to scale.
8: 1d6 damage and blinds them. The blinded effect is all the power you need.
So ultimately I'd say only 3 wants scaling, but the class scales fine if you ask me because they can reroll as a reaction and then later on have a lot more control over their roll, meaning that they can probably use these effects to the best of their ability. Essentially there is scaling not in damage but in control over a bunch of situationally useful abilities.
The lack of scaling is something I've seen others complaining about. It wasn't enough to put me off, I'm pretty certain that I'll be playing this path, but I certainly don't want to get to higher levels and feel cheated.
That said, as a group we've always said that the rules need to be fun. If any of us are feeling too constrained, we are happy to house rule, or create magic items. So, even if it does feel under powered at higher levels, we can always deal with it then.
Oh yeah absolutely, homebrew it if you aren't enjoying it. That's what I like about D&D. It does take a while to get to level 10 so you might feel a little weaker at levels 7-9 but the core barbarian features are very strong and that 6th level feature is excellent utility that most barbarians don't have access to. I think you'll do fine, and if it feels weak than it's not broken to scale damage up a little bit.
It does scale. It just scales in frequency rather than intensity. The level 10 feature means you will very likely be triggering it multiple times per Rage, potentially every single round. Then at 14 it gets stronger still as you can choose your effect. I think it's a pretty powerful effect as is, although using your Reaction on it so often can have a pretty big opportunity cost.
Really my main complaint is the level at which it slows the game down. You roll for the effect, check the table (and this takes longer post 14), apply the effect, and then in several cases you need the DM to roll saves and then roll damage. All on top of your usual typical turn and potentially every round. It's in serious need of some streamlining, at the very least the effects should not require a separate saving throw roll.
I can see your point, but I suspect it will still be faster than the average caster. By the time you are rolling often enough to really affect things, your should know the table pretty well. Only three effects require saving throws, and only one of them is likely to be for multiple creatures and that's a one-shot. I'm really not worried about it showing things down, myself, especially compared to a wizard who spends 5 minutes leafing through their spell list, changing his mind several times, before finally casting fireball...
Apologies if you felt attacked, it was supposed to be a joke.
My point is that rolling on a table with only eight entries doesn't take very long, and the eight entries are all fairly simple. By level 10, you'll know most of them off by heart, and by 14 should barely need to consult the table. Only one is likely to need multiple saving throws. Compared to the complexity and amount of choice available to many casters, I would expect the Barb to still be quicker in combat.
Oh yeah I'm just joking back. Wizard isn't actually that bad either once you've played it for a while, which is true for any class. The table is only 8 long so eventually you'll just remember it and play will be sped up
As to the "scaling by multiple rolls", I can see that. At level 10, you'll probably be triggering an effect twice in most rounds, once on bonus action and once on reaction, unless you happen to have the perfect one for the situation. That's a doubling of effectiveness. At 14, it scales further by giving you more control. I can see now that it probably won't need buffing (although I'll keep that on the table just in case).
Again though it does certainly cause problems if you already have a good use of your Reaction, such as PAM or something. Definitely something to consider when planning a Wild Magic Barb.
This is my "Thor" Barbarian by fluffing the effects to be electric-based. Nothing says love like a great axe being thrown 60 ft
I've also noticed that no one mentioned the level 6 perk. The ability to grant your spellcaster a +1-3 spell slot or others a mini Bard inspiration (Protip.. this is not consumed when used). This coming from your Barbarian.....
, but am worried that it will feel like a mistake at higher levels.
Just remember that we all play this game to have fun. I myself have this path on my Barbarian, and yes, it is basically useless most of the time now that I see it in use.
That being said, I really do enjoy the quirkiness that it adds to the battle and the RP as there is no reason why such things should be caused by my guy. You can min/max all the stats and abilities you want to make the "perfect" character, but in the end, choose what you will enjoy playing.
It may be important to consider that you may always rage again, as each of these abilities lasts until the end of your rage your DM may rule that you may rage twice or more, having multiple effects at a time. It is possible to rage in the middle of another rage and nothing says that the rage ends if you do it again, nor that the effect ends. This means you can pull a Nova move and burn your rages to gain the AC boost, difficult terrain, temporary hitpoints, passive damage when hit, and bonus action teleport, all at once. 20th level could also be crazy, similar to zealot barbarian, or any of them.
I accidentally went through and boosted the class before I realized this.
(I reset effect 1 to a d6, then had it scale d8 at level 6, d10 for level 10, d12 at level 14 for all options, that alone wouldn't break anything, but I extended the effects (6-12 with level) and that may've broken it a little)
Many people have pointed out that the effects in the Wild Surge table do not scale. They are powerful at level 3, but much less so at higher levels.
I wonder why this is the case. Looking at Zealot, Storm Herald and Ancestral Guardian, the damage of their effects all scale. Why did WotC choose not to in this case?
I am probably going to take this path, as I love the flavour, but am worried that it will feel like a mistake at higher levels.
I've just realised that I'm asking a pretty ridiculous question here. Few, if any, will actually know why WotC did anything.
What I really want to know is whether anyone can see a good reason that scaling would not be included in the Wild Surge effects, and whether that lack of scaling will have as big an effect at higher levels as I fear?
Well each of the effects is a one off that you can reroll as a reaction later on, and most of them are pretty universally useful. There are some where scaling could be nice so lets look real quick at what they do.
1: A one time effect that deals 1d12 damage in a 30 foot radius and gains you 1d12 temp hp- this one could scale but at later levels using unstable backlash you already kind of scale this up by being able to potentially repeat the effect several times, which is probably enough scaling as is.
2: Misty Step doesn't need to be scaled
3: 1d6 small range AOE as a bonus action each turn. This one could be scaled up and it probably the one that would want scaling most of all.
4: Just a straight up weapon buff. Not my favorite but it doesn't need to scale.
5: 1d6 spike damage. This one is really strong at all levels especially with barbarian resistances.
6: +1 to AC. Nuff said
7: Difficult terrain around you, no real way to scale.
8: 1d6 damage and blinds them. The blinded effect is all the power you need.
So ultimately I'd say only 3 wants scaling, but the class scales fine if you ask me because they can reroll as a reaction and then later on have a lot more control over their roll, meaning that they can probably use these effects to the best of their ability. Essentially there is scaling not in damage but in control over a bunch of situationally useful abilities.
Thanks, that's helpful.
The lack of scaling is something I've seen others complaining about. It wasn't enough to put me off, I'm pretty certain that I'll be playing this path, but I certainly don't want to get to higher levels and feel cheated.
That said, as a group we've always said that the rules need to be fun. If any of us are feeling too constrained, we are happy to house rule, or create magic items. So, even if it does feel under powered at higher levels, we can always deal with it then.
Oh yeah absolutely, homebrew it if you aren't enjoying it. That's what I like about D&D. It does take a while to get to level 10 so you might feel a little weaker at levels 7-9 but the core barbarian features are very strong and that 6th level feature is excellent utility that most barbarians don't have access to. I think you'll do fine, and if it feels weak than it's not broken to scale damage up a little bit.
It does scale. It just scales in frequency rather than intensity. The level 10 feature means you will very likely be triggering it multiple times per Rage, potentially every single round. Then at 14 it gets stronger still as you can choose your effect. I think it's a pretty powerful effect as is, although using your Reaction on it so often can have a pretty big opportunity cost.
Really my main complaint is the level at which it slows the game down. You roll for the effect, check the table (and this takes longer post 14), apply the effect, and then in several cases you need the DM to roll saves and then roll damage. All on top of your usual typical turn and potentially every round. It's in serious need of some streamlining, at the very least the effects should not require a separate saving throw roll.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
I can see your point, but I suspect it will still be faster than the average caster. By the time you are rolling often enough to really affect things, your should know the table pretty well. Only three effects require saving throws, and only one of them is likely to be for multiple creatures and that's a one-shot. I'm really not worried about it showing things down, myself, especially compared to a wizard who spends 5 minutes leafing through their spell list, changing his mind several times, before finally casting fireball...
I feel attacked by this post as my group's resident wizard...
In reality the DM just bullies me with Counterspells so I have to go through a ton of hoops before I can cast a spell.
Apologies if you felt attacked, it was supposed to be a joke.
My point is that rolling on a table with only eight entries doesn't take very long, and the eight entries are all fairly simple. By level 10, you'll know most of them off by heart, and by 14 should barely need to consult the table. Only one is likely to need multiple saving throws. Compared to the complexity and amount of choice available to many casters, I would expect the Barb to still be quicker in combat.
Oh yeah I'm just joking back. Wizard isn't actually that bad either once you've played it for a while, which is true for any class. The table is only 8 long so eventually you'll just remember it and play will be sped up
Glad to hear it :)
As to the "scaling by multiple rolls", I can see that. At level 10, you'll probably be triggering an effect twice in most rounds, once on bonus action and once on reaction, unless you happen to have the perfect one for the situation. That's a doubling of effectiveness. At 14, it scales further by giving you more control. I can see now that it probably won't need buffing (although I'll keep that on the table just in case).
Again though it does certainly cause problems if you already have a good use of your Reaction, such as PAM or something. Definitely something to consider when planning a Wild Magic Barb.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm
This is my "Thor" Barbarian by fluffing the effects to be electric-based. Nothing says love like a great axe being thrown 60 ft
I've also noticed that no one mentioned the level 6 perk. The ability to grant your spellcaster a +1-3 spell slot or others a mini Bard inspiration (Protip.. this is not consumed when used). This coming from your Barbarian.....
Just remember that we all play this game to have fun. I myself have this path on my Barbarian, and yes, it is basically useless most of the time now that I see it in use.
That being said, I really do enjoy the quirkiness that it adds to the battle and the RP as there is no reason why such things should be caused by my guy. You can min/max all the stats and abilities you want to make the "perfect" character, but in the end, choose what you will enjoy playing.
It may be important to consider that you may always rage again, as each of these abilities lasts until the end of your rage your DM may rule that you may rage twice or more, having multiple effects at a time. It is possible to rage in the middle of another rage and nothing says that the rage ends if you do it again, nor that the effect ends. This means you can pull a Nova move and burn your rages to gain the AC boost, difficult terrain, temporary hitpoints, passive damage when hit, and bonus action teleport, all at once. 20th level could also be crazy, similar to zealot barbarian, or any of them.
I accidentally went through and boosted the class before I realized this.
(I reset effect 1 to a d6, then had it scale d8 at level 6, d10 for level 10, d12 at level 14 for all options, that alone wouldn't break anything, but I extended the effects (6-12 with level) and that may've broken it a little)
I mean, not really? It's really strong at low levels, but later on when monsters can have hundreds of HP, ~3 damage on a hit is basically nothing.