The other 3 subclasses get bonus spells. I gather they say that the wild magic table is the balance to wild sorcerer. I'm not sure I agree with that, adding a handful of extra spells creates a fair bit more versatility that a wild surge doesn't. Plus how often does a wild surge actually take place? In my experience, not all that often. Most adventuring days it seems you'll cast maybe half a dozen spells or so, that's what a 25% chance to surge. It doesn't seem to me to provide the same bonus as an expanded spell list does.
I do agree that it doesn't provide the same bonus as bonus spells, which you can control. Though, with the updated Tides of Fate, which is no longer DM dependent, you should be able to trigger Wild Magic every other turn, sometimes more if you used quickened spell. Firebolt forces an attack roll, which you get advantage on, and can quicken. Since it's a cantrip this allows you to immediately cast a leveled spell and roll on the Wild Magic Surge table. On top of that, you still get the 1/20 chance to trigger Wild Magic when you cast the Firebolt. Also, with Magic Initiate being an origin spell and Fey Touched/Shadow Touched being in the Player Handbook now (so you don't need to buy PHB and another book), the lack of spells as a Sorcerer doesn't seem inherently as limiting. At least, early on. So while I do agree, the lack of origin spells is a pity. I think as well, that it likely won't be as big of a deal as it used to be.
I think they could have made a good compromise, and gave Wild Magic Sorcerer origin spells, just less than the other subclasses.
I do agree that it doesn't provide the same bonus as bonus spells, which you can control. Though, with the updated Tides of Fate, which is no longer DM dependent, you should be able to trigger Wild Magic every other turn, sometimes more if you used quickened spell. Firebolt forces an attack roll, which you get advantage on, and can quicken. Since it's a cantrip this allows you to immediately cast a leveled spell and roll on the Wild Magic Surge table. On top of that, you still get the 1/20 chance to trigger Wild Magic when you cast the Firebolt. Also, with Magic Initiate being an origin spell and Fey Touched/Shadow Touched being in the Player Handbook now (so you don't need to buy PHB and another book), the lack of spells as a Sorcerer doesn't seem inherently as limiting. At least, early on. So while I do agree, the lack of origin spells is a pity. I think as well, that it likely won't be as big of a deal as it used to be.
I think they could have made a good compromise, and gave Wild Magic Sorcerer origin spells, just less than the other subclasses.
Thanks, I completely missed the auto wild magic surge. That does make a difference in balancing wild magic with the other subs classes.
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The other 3 subclasses get bonus spells. I gather they say that the wild magic table is the balance to wild sorcerer. I'm not sure I agree with that, adding a handful of extra spells creates a fair bit more versatility that a wild surge doesn't. Plus how often does a wild surge actually take place? In my experience, not all that often. Most adventuring days it seems you'll cast maybe half a dozen spells or so, that's what a 25% chance to surge. It doesn't seem to me to provide the same bonus as an expanded spell list does.
Agree, disagree?
I do agree that it doesn't provide the same bonus as bonus spells, which you can control. Though, with the updated Tides of Fate, which is no longer DM dependent, you should be able to trigger Wild Magic every other turn, sometimes more if you used quickened spell. Firebolt forces an attack roll, which you get advantage on, and can quicken. Since it's a cantrip this allows you to immediately cast a leveled spell and roll on the Wild Magic Surge table. On top of that, you still get the 1/20 chance to trigger Wild Magic when you cast the Firebolt. Also, with Magic Initiate being an origin spell and Fey Touched/Shadow Touched being in the Player Handbook now (so you don't need to buy PHB and another book), the lack of spells as a Sorcerer doesn't seem inherently as limiting. At least, early on. So while I do agree, the lack of origin spells is a pity. I think as well, that it likely won't be as big of a deal as it used to be.
I think they could have made a good compromise, and gave Wild Magic Sorcerer origin spells, just less than the other subclasses.
Thanks, I completely missed the auto wild magic surge. That does make a difference in balancing wild magic with the other subs classes.