Why take Wild Magic?

Post/Author/DateTimePost
#1

Phobos

Dec 14, 2014 16:37:47

I have a player that is taking sorceress, and she asked about the 2 styles.  I gave her the book, as I had not read them, and she came back asking why anyone would give up all the benefits of Draconic for the Wild Magic.

Not having read it, I did, and frankly, I am asking the same.  I do see that yes there are a few cool powers you might get, and a few RP only effects, but there are also quite a few detrimental effects just as possible.  I know she isn't looking to be the reason there is a TPK mid fight.

Has anyone had any game experience with this?

#2

grendel111111

Dec 14, 2014 16:58:07

Phobos wrote:
#3

seti

Dec 14, 2014 17:05:05

There needs to be more Sorcerer choices...It's that simple. More ranger choices would be nice too. Those two classes got the biggest shaft in the 5e PHB, IMO.

(Reply to #3)

SilentSin

seti wrote:
#5

mellored

Dec 14, 2014 17:28:00

Advantage on saving throws, or attack rolls.

Surges, which are a net benifit.  Paticularly if you go into melee, where a self fireball does more good.

The ability to add or subtract a d4 from any roll.  Including enemy saving throws.

Level 14 makes bad surges quite rare, meaning you just get free bonus stuff.

The level 18 feature is a bit meh, but more damage is not bad.

 

Dragons get +1 AC, and flight.

(Reply to #4)

seti

SilentSin wrote:
#7

Phobos

Dec 14, 2014 17:47:59

OK, so the players are not min/maxers, and while the game is light, no one likes a TPK.  So, she asked them and they are OK, "with caution".

She'splaying a sorc, with a sage background.  A librarian, who discovered her powers while studying (she took the reads all books personlaity).  She feels the Wild Magic build fits with the mystery.  Did she read something, was she exposed to something, etc.

Thanks for the info!

#8

Reius

Dec 14, 2014 17:55:28

If it's a TPK that everyone's worried about, you could adjust the wild surge table to remove some of the more likely killers or just institute some sort of rule that makes it so wild magic only deals half-damage (none on a successful save) to the rest of the party. Or have the damage scale with the sorc's level. Or something like that. Keep the danger and randomness, but make the chances of a full TPK less likely.

#9

ShinQuickMan

Dec 14, 2014 18:00:59

mellored wrote:
(Reply to #6)

SilentSin

seti wrote:
#11

sleypy

Dec 14, 2014 19:09:14

As far as I'm concerned wild magic is like kender. It is only in existance to passive aggressively troll your group.