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Community
General Tabletop Discussion
*Dungeons & Dragons
Is the Wild magic Sorcerer as terrible as it seems?
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<blockquote data-quote="CapnZapp" data-source="post: 7027253" data-attributes="member: 12731"><p>Still, my conclusion is that the Wild Mage subclass is <strong>underdeveloped</strong>. My recommendation is to hold off playing the subclass until such time WotC offers more actual Wild Mage specific support.</p><p> </p><p>What I specifically would like to see are two things:</p><p></p><p>A) spells that operate on a single attack roll. (That is, more Firebolt than Eldritch Blast) Three spells nicely spread out over the spell levels would do nicely. </p><p>1) A first level spell could do middling damage, but with strong uplevelling capabilities. Thus providing a good go-to spell throughout the Sorcerer's career.</p><p>2+3) the other spells can be more circumstantial. I'm fully aware of the extreme pressure on poor Sorcerers for their spell selections, so only 1 would be a staple. These spells could cause more than damage.</p><p></p><p>B) Then I would like to see a small selection of "wild" spells; that is spells that are generally too wild and unpredictable to be of general use, but where a Wild Mage can key his abilities to harness the spell. Just one idea would be a spell requiring some kind of save that for most spellcasters result in a 50-50 chance. A Wild Mage, however, could use advantage to turn that into a 75-25 chance. The idea here is that in a future update, Wild Mages would be allowed a small selection of free spells, provided they are labelled "wild". One existing spell that could be retrofitted as a wild spell is Confusion, assuming the Wild Mage gains some modicum of control over the otherwise random effect. </p><p></p><p></p><p>This is all examples only. I'm just trying to paint you a picture of where I see the current design falls short, and why I won't be playing the Wild Mage anytime soon.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7027253, member: 12731"] Still, my conclusion is that the Wild Mage subclass is [B]underdeveloped[/B]. My recommendation is to hold off playing the subclass until such time WotC offers more actual Wild Mage specific support. What I specifically would like to see are two things: A) spells that operate on a single attack roll. (That is, more Firebolt than Eldritch Blast) Three spells nicely spread out over the spell levels would do nicely. 1) A first level spell could do middling damage, but with strong uplevelling capabilities. Thus providing a good go-to spell throughout the Sorcerer's career. 2+3) the other spells can be more circumstantial. I'm fully aware of the extreme pressure on poor Sorcerers for their spell selections, so only 1 would be a staple. These spells could cause more than damage. B) Then I would like to see a small selection of "wild" spells; that is spells that are generally too wild and unpredictable to be of general use, but where a Wild Mage can key his abilities to harness the spell. Just one idea would be a spell requiring some kind of save that for most spellcasters result in a 50-50 chance. A Wild Mage, however, could use advantage to turn that into a 75-25 chance. The idea here is that in a future update, Wild Mages would be allowed a small selection of free spells, provided they are labelled "wild". One existing spell that could be retrofitted as a wild spell is Confusion, assuming the Wild Mage gains some modicum of control over the otherwise random effect. This is all examples only. I'm just trying to paint you a picture of where I see the current design falls short, and why I won't be playing the Wild Mage anytime soon. [/QUOTE]
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Community
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Is the Wild magic Sorcerer as terrible as it seems?
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