How have you handled or had a DM handle the term “...the DM can have you roll...” when using the wild magic sorcerer’s abilities of Wild Magic Surge and Tides of Chaos?
Do they (DM) decide, seemingly randomly? Do they rarely, if ever, have you roll? Do they let the player choose? Do they make the player roll each time a spell is cast?
I know that having player character abilities rely on DM fiat or interpretation is frowned upon by many of the D&D 5E commentators online. So I’m curious as how these wonderful abilities are seen and used.
I have my player roll every time they cast a spell. We both think it adds flavor, when it actually procs...which isn't often; only twice in six levels. This is especially easy to do when you use a VTT as it's a button...but you could easily do it with dice as well.
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#OpenD&D #ORC
"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
I did with every spell as well. 5% chance of going off, and then getting an actual meaningful roll on the chart? You could go entire sessions with never getting anything from Wild Magic.
Love the new Shard that makes it so worthwhile.
EDIT - anyways, to be more specific, "the dm can have you roll" usually translates to "every possible time, except when dramatically inappropriate." At least for me.
On my wild magic sorcerer I roll for wild magic every time I cast a spell of 1st level or higher. And when I use “Tides of Chaos” the next spell I cast of 1st level of higher automatically triggers a wild magic surge. We play like the DM was having me roll it as much as possible.
If you choose this subclass then you want the surges to be going off as much as you can; and DM’s have enough to keep track of without trying to remember to tell you or roll for a surge.
Check out my Disabled & Dragons Youtube Channel for 5e Monster and Player Tactics. Helping the Disabled Community and Players and DM’s (both new and experienced) get into D&D. Plus there is a talking Dragon named Quill.
My DM usually forgets after the initial tides of chaos roll. Even when he remembers, he usually backs off the option because the main encounter is usually almost over, so it can be pretty anticlimactic
Feywild Shard From Tasha's. When you use metamagic, you automatically get to roll on the table, no 5% chance, no asking the DM.
EDIT - I also really like the Shards, because it kind of opens the way for a Sorcerer Gem Mage type. Wizards get their specialty books, sorcerers get their gems. Now, just need to do something for warlocks and cool item sets.
Hello!
How have you handled or had a DM handle the term “...the DM can have you roll...” when using the wild magic sorcerer’s abilities of Wild Magic Surge and Tides of Chaos?
Do they (DM) decide, seemingly randomly? Do they rarely, if ever, have you roll? Do they let the player choose? Do they make the player roll each time a spell is cast?
I know that having player character abilities rely on DM fiat or interpretation is frowned upon by many of the D&D 5E commentators online. So I’m curious as how these wonderful abilities are seen and used.
Thanks!
I have my player roll every time they cast a spell. We both think it adds flavor, when it actually procs...which isn't often; only twice in six levels. This is especially easy to do when you use a VTT as it's a button...but you could easily do it with dice as well.
#OpenD&D #ORC
"...or you can find the secret tunnel that leads to the Vault of Dickish DM which is filled with 10,000,000 copper coins and a 5,000 pound solid gold statue of a middle finger that is too big to fit through the door."
I did with every spell as well. 5% chance of going off, and then getting an actual meaningful roll on the chart? You could go entire sessions with never getting anything from Wild Magic.
Love the new Shard that makes it so worthwhile.
EDIT - anyways, to be more specific, "the dm can have you roll" usually translates to "every possible time, except when dramatically inappropriate." At least for me.
Shard?
On my wild magic sorcerer I roll for wild magic every time I cast a spell of 1st level or higher. And when I use “Tides of Chaos” the next spell I cast of 1st level of higher automatically triggers a wild magic surge. We play like the DM was having me roll it as much as possible.
If you choose this subclass then you want the surges to be going off as much as you can; and DM’s have enough to keep track of without trying to remember to tell you or roll for a surge.
Check out my Disabled & Dragons Youtube Channel for 5e Monster and Player Tactics. Helping the Disabled Community and Players and DM’s (both new and experienced) get into D&D. Plus there is a talking Dragon named Quill.
https://www.youtube.com/channel/UCPPmyTI0tZ6nM-bzY0IG3ww
My DM usually forgets after the initial tides of chaos roll. Even when he remembers, he usually backs off the option because the main encounter is usually almost over, so it can be pretty anticlimactic
Feywild Shard From Tasha's. When you use metamagic, you automatically get to roll on the table, no 5% chance, no asking the DM.
EDIT - I also really like the Shards, because it kind of opens the way for a Sorcerer Gem Mage type. Wizards get their specialty books, sorcerers get their gems. Now, just need to do something for warlocks and cool item sets.