In the video, I JCraw said (time stamp 51:57) "Immediately after you cast a sorcerer spell of level 1 or higher, you can roll on the wild magic surge table. Full stop. You can just do it." But in the playtest document, it says "No more than once per turn, you can roll a d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect (see the 2014 Player’s Handbook for that table)."
So, the video says you can just do it, the doc says you need to roll a 20 to do it.
Did I miss a nuance somewhere? Or was it just they probably printed a different version of the playtest than they meant to, or something else?
the design note does state "wild magic surge no longer requires DM permission [to roll]" (page 23). glancing back at 5e, i see that "Once per turn, the DM can have you roll..." ...can have you roll...? i didn't realize wild magic was mother-may-i. huh.
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unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
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In the video, I JCraw said (time stamp 51:57) "Immediately after you cast a sorcerer spell of level 1 or higher, you can roll on the wild magic surge table. Full stop. You can just do it." But in the playtest document, it says "No more than once per turn, you can roll a d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect (see the 2014 Player’s Handbook for that table)."
So, the video says you can just do it, the doc says you need to roll a 20 to do it.
Did I miss a nuance somewhere? Or was it just they probably printed a different version of the playtest than they meant to, or something else?
He meant after you use Tides of Chaos and then cast a spell. You immediately roll on the wild magic table. Currently in 5e even after using tides of chaos it up to the DM if you roll on the table. 5eR gives the player the power to roll a D20 after every cast and a guaranteed roll on the table if they cast a spell after using tides of chaos. They need to fix the table. The detrimental things on the table shouldn’t be able to tpk.
The "TPK' effects on the Wild Magic table aren't the problem. The fact that half of the table is stupid pointless bullshit, the sort of stuff a drunken pixie might dream up as some practical joke to pull on an unsuspecting kith, is the problem. Wild Magic doesn't feel like barely-tamed surges of chaotic, unformed magic - it feels like you're being followed around by a fey fratboy with a lifetime membership to Spencer's. A few of those things is tolerable; over thirty entries in the table being those things is not.
The "TPK' effects on the Wild Magic table aren't the problem. The fact that half of the table is stupid pointless bullshit, the sort of stuff a drunken pixie might dream up as some practical joke to pull on an unsuspecting kith, is the problem. Wild Magic doesn't feel like barely-tamed surges of chaotic, unformed magic - it feels like you're being followed around by a fey fratboy with a lifetime membership to Spencer's. A few of those things is tolerable; over thirty entries in the table being those things is not.
The "TPK' effects on the Wild Magic table aren't the problem. The fact that half of the table is stupid pointless bullshit, the sort of stuff a drunken pixie might dream up as some practical joke to pull on an unsuspecting kith, is the problem. Wild Magic doesn't feel like barely-tamed surges of chaotic, unformed magic - it feels like you're being followed around by a fey fratboy with a lifetime membership to Spencer's. A few of those things is tolerable; over thirty entries in the table being those things is not.
LOL that is the bloody point of Wild Magic. If you don't like it that's totally fine, don't play it. But being polymorphed into a sheep or transforming into a potted plant are the best parts of Wild Magic.
The table is why some table’s actually ban the subclass. Was hoping for a revised table
They’ll have to at least re-print it in the 2024. They can’t just refer people to a book they don’t print anymore. Could be they make some changes then.
LOL that is the bloody point of Wild Magic. If you don't like it that's totally fine, don't play it. But being polymorphed into a sheep or transforming into a potted plant are the best parts of Wild Magic.
Why the Sam Shatner Billy Mansquid Banana **** would a surge of uncontrolled magic, an explosion of the rawest essence of the universe itself, turn someone into a ficas tree for six seconds?
The Wild Magic table is drunken frat-fey nonsense and no one will ever convince me otherwise.
Anyone actually interested in playing a Wild Magic sorcerer is going to homebrew a d20 list of actual Wild Magic effects. Spell misfires, warpings of the Weave in the local area, temporary manifest zones, temporary conjurations...shit that makes sense for an uncontrolled detonation of unformed, undirected spell energy.
One or two results of "an amusing but ultimately harmless minor effect afflicts your character for XdY hours. The DM determines the effect." is perfectly fine. Half the god damn list being pointless nonsense that makes no sense whatsoever for an eruption of untamed magic makes the class unplayable. All that does is attract the giggling dicktrolls who delight in nothing save derailing a D&D game with absurdity and screw****ery, which are the only people ever who actually play the as-written Wild Magic sorcerer.
Agree with Yurei here, WotC really have to give Wild Magic sorcerers a reason to want to roll on the WMS table other than for farce. There's a place for comedy, but not as a core part of a subclass. Randomly farting out butterflies when trying to save your beloved one from the wrath of Tiamat kind of ruins the mood.
Ugh, that would be so f---ing boring! No risk, no reward, nothing really wild happening, just bland uninteresting, inoffensive, meh-ness. The Wild Magic table is already a net positive, and it's the only thing special about the subclass, nothing else about it is interesting in the slightest.
Ugh, that would be so f---ing boring! No risk, no reward, nothing really wild happening, just bland uninteresting, inoffensive, meh-ness. The Wild Magic table is already a net positive, and it's the only thing special about the subclass, nothing else about it is interesting in the slightest.
What's the risk and reward in becoming blue or sneezing feathers? I'd rather have Warhammer side effects, the real stuff, like getting disfiguring but powerful mutations, or random spells and entities manifesting around you, not that childish nonsense with potted plants.
The "TPK' effects on the Wild Magic table aren't the problem. The fact that half of the table is stupid pointless bullshit, the sort of stuff a drunken pixie might dream up as some practical joke to pull on an unsuspecting kith, is the problem. Wild Magic doesn't feel like barely-tamed surges of chaotic, unformed magic - it feels like you're being followed around by a fey fratboy with a lifetime membership to Spencer's. A few of those things is tolerable; over thirty entries in the table being those things is not.
This is it.
A BETTER fix would be to revise the list and give only about HALF the crazy s**t effects it does now and give actually useful incentives like replenishing spell slots or sorcerer points, OR negative effects like losing your highest available spell slot, or halving your sorcery points.
AND THEN have the roll on the wild magic table as incentivized for when you try to cast a spell WITHOUT a spell slot (restrictions required, including the usage of 2 sorcerer points and no spell cast in this way above 1/2 of your highest spell level rounded up) as part of your crazy strange connection to magic.
THEN it starts to make a little bit more sense to have and use rather than just sayiing, "you know, the deck of many things is kinda BORING for gameplay..."
The table is why some table’s actually ban the subclass. Was hoping for a revised table
They’ll have to at least re-print it in the 2024. They can’t just refer people to a book they don’t print anymore. Could be they make some changes then.
They will have to reprint but JC specifically said they are using the 2014 table. Maybe that’s just for ease of play testing but if they were going to change it wouldn’t it make sense to playtest that while we are at it?
Maybe some of the stupid nothing effects could give something?
”You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. A target within 5 feet must make a Dex save or be blinded until the start of your next turn*”
Maybe some of the stupid nothing effects could give something?
”You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. A target within 5 feet must make a Dex save or be blinded until the start of your next turn*”
*my addition in italics
maybe some of the stupid nothing effects could occur more frequently, if they're so great. put them on a separate table and flip a coin per spell or something. any fallen-out hair grows back, etc. important: allow the player to dampen/ignore the effect voluntarily with concentration.
populate the actual 1d20 wild magic table with proper spell backfires, misfires, and actual fires. or don't, if that makes too much sense.
Rollback Post to RevisionRollBack
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: providefeedback!
In the video, I JCraw said (time stamp 51:57) "Immediately after you cast a sorcerer spell of level 1 or higher, you can roll on the wild magic surge table. Full stop. You can just do it." But in the playtest document, it says "No more than once per turn, you can roll a d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect (see the 2014 Player’s Handbook for that table)."
So, the video says you can just do it, the doc says you need to roll a 20 to do it.
Did I miss a nuance somewhere? Or was it just they probably printed a different version of the playtest than they meant to, or something else?
He's talking about Tides of Chaos, which can trigger wild magic surges, whereas the base Wild Magic feature only gives you a *chance* to surge.
In the video, I JCraw said (time stamp 51:57) "Immediately after you cast a sorcerer spell of level 1 or higher, you can roll on the wild magic surge table. Full stop. You can just do it." But in the playtest document, it says "No more than once per turn, you can roll a d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect (see the 2014 Player’s Handbook for that table)."
So, the video says you can just do it, the doc says you need to roll a 20 to do it.
Did I miss a nuance somewhere? Or was it just they probably printed a different version of the playtest than they meant to, or something else?
He's talking about Tides of Chaos, which can trigger wild magic surges, whereas the base Wild Magic feature only gives you a *chance* to surge.
I just re-watched the video. He says you can just roll on the surge table, not roll and see if you are allowed to roll on the surge table, just roll on the table. But you can only do it once per day. Then Tides of Chaos refreshes the ability, letting you do it more than once per day.
In the video, I JCraw said (time stamp 51:57) "Immediately after you cast a sorcerer spell of level 1 or higher, you can roll on the wild magic surge table. Full stop. You can just do it." But in the playtest document, it says "No more than once per turn, you can roll a d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect (see the 2014 Player’s Handbook for that table)."
So, the video says you can just do it, the doc says you need to roll a 20 to do it.
Did I miss a nuance somewhere? Or was it just they probably printed a different version of the playtest than they meant to, or something else?
He's talking about Tides of Chaos, which can trigger wild magic surges, whereas the base Wild Magic feature only gives you a *chance* to surge.
I just re-watched the video. He says you can just roll on the surge table, not roll and see if you are allowed to roll on the surge table, just roll on the table. But you can only do it once per day. Then Tides of Chaos refreshes the ability, letting you do it more than once per day.
JC also said that the reason dragon wings was nerfed was because it was lower level than before. Its level went from 14 to the lower level of 14.... and then repeated that mistake again when he said they were returning to its original level of 14 and its original strength. He makes mistakes very often.
Rollback Post to RevisionRollBack
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In the video, I JCraw said (time stamp 51:57) "Immediately after you cast a sorcerer spell of level 1 or higher, you can roll on the wild magic surge table. Full stop. You can just do it." But in the playtest document, it says "No more than once per turn, you can roll a d20 immediately after you cast a Sorcerer spell with a spell slot. If you roll a 20, roll on the Wild Magic Surge table to create a magical effect (see the 2014 Player’s Handbook for that table)."
So, the video says you can just do it, the doc says you need to roll a 20 to do it.
Did I miss a nuance somewhere? Or was it just they probably printed a different version of the playtest than they meant to, or something else?
the design note does state "wild magic surge no longer requires DM permission [to roll]" (page 23). glancing back at 5e, i see that "Once per turn, the DM can have you roll..." ...can have you roll...? i didn't realize wild magic was mother-may-i. huh.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
He meant after you use Tides of Chaos and then cast a spell. You immediately roll on the wild magic table. Currently in 5e even after using tides of chaos it up to the DM if you roll on the table. 5eR gives the player the power to roll a D20 after every cast and a guaranteed roll on the table if they cast a spell after using tides of chaos. They need to fix the table. The detrimental things on the table shouldn’t be able to tpk.
See, I heard, you can just do it 1/LR. Then tides of chaos let’s you do it again.
The "TPK' effects on the Wild Magic table aren't the problem. The fact that half of the table is stupid pointless bullshit, the sort of stuff a drunken pixie might dream up as some practical joke to pull on an unsuspecting kith, is the problem. Wild Magic doesn't feel like barely-tamed surges of chaotic, unformed magic - it feels like you're being followed around by a fey fratboy with a lifetime membership to Spencer's. A few of those things is tolerable; over thirty entries in the table being those things is not.
Please do not contact or message me.
What!? You don’t want your hair to fall out, lol
LOL that is the bloody point of Wild Magic. If you don't like it that's totally fine, don't play it. But being polymorphed into a sheep or transforming into a potted plant are the best parts of Wild Magic.
The table is why some table’s actually ban the subclass. Was hoping for a revised table
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
They’ll have to at least re-print it in the 2024. They can’t just refer people to a book they don’t print anymore. Could be they make some changes then.
Why the Sam Shatner Billy Mansquid Banana **** would a surge of uncontrolled magic, an explosion of the rawest essence of the universe itself, turn someone into a ficas tree for six seconds?
The Wild Magic table is drunken frat-fey nonsense and no one will ever convince me otherwise.
Anyone actually interested in playing a Wild Magic sorcerer is going to homebrew a d20 list of actual Wild Magic effects. Spell misfires, warpings of the Weave in the local area, temporary manifest zones, temporary conjurations...shit that makes sense for an uncontrolled detonation of unformed, undirected spell energy.
One or two results of "an amusing but ultimately harmless minor effect afflicts your character for XdY hours. The DM determines the effect." is perfectly fine. Half the god damn list being pointless nonsense that makes no sense whatsoever for an eruption of untamed magic makes the class unplayable. All that does is attract the giggling dicktrolls who delight in nothing save derailing a D&D game with absurdity and screw****ery, which are the only people ever who actually play the as-written Wild Magic sorcerer.
Please do not contact or message me.
Agree with Yurei here, WotC really have to give Wild Magic sorcerers a reason to want to roll on the WMS table other than for farce. There's a place for comedy, but not as a core part of a subclass. Randomly farting out butterflies when trying to save your beloved one from the wrath of Tiamat kind of ruins the mood.
Ugh, that would be so f---ing boring! No risk, no reward, nothing really wild happening, just bland uninteresting, inoffensive, meh-ness. The Wild Magic table is already a net positive, and it's the only thing special about the subclass, nothing else about it is interesting in the slightest.
What's the risk and reward in becoming blue or sneezing feathers? I'd rather have Warhammer side effects, the real stuff, like getting disfiguring but powerful mutations, or random spells and entities manifesting around you, not that childish nonsense with potted plants.
This is it.
A BETTER fix would be to revise the list and give only about HALF the crazy s**t effects it does now and give actually useful incentives like replenishing spell slots or sorcerer points, OR negative effects like losing your highest available spell slot, or halving your sorcery points.
AND THEN have the roll on the wild magic table as incentivized for when you try to cast a spell WITHOUT a spell slot (restrictions required, including the usage of 2 sorcerer points and no spell cast in this way above 1/2 of your highest spell level rounded up) as part of your crazy strange connection to magic.
THEN it starts to make a little bit more sense to have and use rather than just sayiing, "you know, the deck of many things is kinda BORING for gameplay..."
They will have to reprint but JC specifically said they are using the 2014 table. Maybe that’s just for ease of play testing but if they were going to change it wouldn’t it make sense to playtest that while we are at it?
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
Maybe some of the stupid nothing effects could give something?
”You grow a long beard made of feathers that remains until you sneeze, at which point the feathers explode out from your face. A target within 5 feet must make a Dex save or be blinded until the start of your next turn*”
*my addition in italics
EZD6 by DM Scotty
https://www.drivethrurpg.com/en/product/397599/EZD6-Core-Rulebook?
maybe some of the stupid nothing effects could occur more frequently, if they're so great. put them on a separate table and flip a coin per spell or something. any fallen-out hair grows back, etc. important: allow the player to dampen/ignore the effect voluntarily with concentration.
populate the actual 1d20 wild magic table with proper spell backfires, misfires, and actual fires. or don't, if that makes too much sense.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
He's talking about Tides of Chaos, which can trigger wild magic surges, whereas the base Wild Magic feature only gives you a *chance* to surge.
I just re-watched the video. He says you can just roll on the surge table, not roll and see if you are allowed to roll on the surge table, just roll on the table. But you can only do it once per day. Then Tides of Chaos refreshes the ability, letting you do it more than once per day.
JC also said that the reason dragon wings was nerfed was because it was lower level than before. Its level went from 14 to the lower level of 14.... and then repeated that mistake again when he said they were returning to its original level of 14 and its original strength. He makes mistakes very often.