I would like some feedback on my way of putting the responsibility of triggering Wild Magic into the player's hands. My idea is that when they cast a leveled spell they roll a d10. If they roll the level of the spell or lower then Wild Magic triggers. The theme of this is that the more magic you're putting out (higher slot) the more likely the magic is to go wild. If they roll a 10, they get two effects off the Wild Magic table.
This doesn't touch Tides of Chaos as a triggering mechanism for Wild Magic.
Love the idea, though it does mean that your wild magic will be triggering quite a bit more frequently; you've essentially doubled the chance when casting a 1st level spell, and quadrupled it on a 2nd level etc. by scaling down to a d10.
Using the spell's level as a trigger while sticking with the standard d20 roll would keep the chance the same when casting at 1st level (least risk) while still making it more frequent when casting higher level spells.
I guess it depends how frequently you intend for wild magic to occur as a result of your change?
Also, having two effects on a 10 seems strange if you stick with the d10, should it not be the 1 (worst failure)? When casting a 9th level spell the 10 would be the only result that can avoid triggering wild magic, but with the 10 triggering double wild you may actually end up hoping for the worse result, as your 9th level spell is going to go wild no matter what.
If you went back to a d20 then having the 20 be a double wild result is interesting as it means you'd still be increasing the chances of a wild occurring (double for a 1st level, slightly less for a 2nd and so-on), plus a 9th level spell would have a 50/50 chance of going wild, one of which is a double wild.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.
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I would like some feedback on my way of putting the responsibility of triggering Wild Magic into the player's hands. My idea is that when they cast a leveled spell they roll a d10. If they roll the level of the spell or lower then Wild Magic triggers. The theme of this is that the more magic you're putting out (higher slot) the more likely the magic is to go wild. If they roll a 10, they get two effects off the Wild Magic table.
This doesn't touch Tides of Chaos as a triggering mechanism for Wild Magic.
Love the idea, though it does mean that your wild magic will be triggering quite a bit more frequently; you've essentially doubled the chance when casting a 1st level spell, and quadrupled it on a 2nd level etc. by scaling down to a d10.
Using the spell's level as a trigger while sticking with the standard d20 roll would keep the chance the same when casting at 1st level (least risk) while still making it more frequent when casting higher level spells.
I guess it depends how frequently you intend for wild magic to occur as a result of your change?
Also, having two effects on a 10 seems strange if you stick with the d10, should it not be the 1 (worst failure)? When casting a 9th level spell the 10 would be the only result that can avoid triggering wild magic, but with the 10 triggering double wild you may actually end up hoping for the worse result, as your 9th level spell is going to go wild no matter what.
If you went back to a d20 then having the 20 be a double wild result is interesting as it means you'd still be increasing the chances of a wild occurring (double for a 1st level, slightly less for a 2nd and so-on), plus a 9th level spell would have a 50/50 chance of going wild, one of which is a double wild.
Former D&D Beyond Customer of six years: With the axing of piecemeal purchasing, lack of meaningful development, and toxic moderation the site isn't worth paying for anymore. I remain a free user only until my groups are done migrating from DDB, and if necessary D&D, after which I'm done. There are better systems owned by better companies out there.
I have unsubscribed from all topics and will not reply to messages. My homebrew is now 100% unsupported.