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*Dungeons & Dragons
Is the Wild magic Sorcerer as terrible as it seems?
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<blockquote data-quote="CapnZapp" data-source="post: 7027329" data-attributes="member: 12731"><p>Well... no, I wouldn't say it was that simple. </p><p></p><p>Namely, I understand why that bit is there - WotC was aware there was at least some players vocally against having to play with wild surges. I can't really argue against that position. Bringing along a Wild Mage is inherently much more risky than any other character class. You can't depend on an ally that could turn into a flower pot at any key moment. And having a TPK even once because the Wild Mage dropped a Fireball on himself is not what everybody considers good clean fun. </p><p></p><p>So. </p><p></p><p>Their solution - to do it optional (or, more specifically "DM approved") isn't wrong per se. </p><p></p><p>It's how they did it optional (or, more specifically, what they made optional) that is the big mistake. </p><p></p><p>Either they would have had to make it much more clear that a Wild Mage without Tides of Chaos, and lots of them, is a neutered Wild Mage (a Wild Mage operating below maximum potential)...</p><p></p><p>... or they should have made the <em>entire subclass</em> optional, rather than just one (key) aspect of it.</p><p></p><p>Both these suggestions would solve the problem without "forcing" Wild Mages upon those DMs that are dead set against them. In the first case, both player and DM would go into an agreement to play a Surge-less Wild Mage with open eyes (perhaps gaining freebies elsewhere). In the second, the DM would have to choose between either no Wild Mage or a good one (or, as I'm sure some of you think "either no Wild Mage or an obnoxiously disruptive one").</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7027329, member: 12731"] Well... no, I wouldn't say it was that simple. Namely, I understand why that bit is there - WotC was aware there was at least some players vocally against having to play with wild surges. I can't really argue against that position. Bringing along a Wild Mage is inherently much more risky than any other character class. You can't depend on an ally that could turn into a flower pot at any key moment. And having a TPK even once because the Wild Mage dropped a Fireball on himself is not what everybody considers good clean fun. So. Their solution - to do it optional (or, more specifically "DM approved") isn't wrong per se. It's how they did it optional (or, more specifically, what they made optional) that is the big mistake. Either they would have had to make it much more clear that a Wild Mage without Tides of Chaos, and lots of them, is a neutered Wild Mage (a Wild Mage operating below maximum potential)... ... or they should have made the [I]entire subclass[/I] optional, rather than just one (key) aspect of it. Both these suggestions would solve the problem without "forcing" Wild Mages upon those DMs that are dead set against them. In the first case, both player and DM would go into an agreement to play a Surge-less Wild Mage with open eyes (perhaps gaining freebies elsewhere). In the second, the DM would have to choose between either no Wild Mage or a good one (or, as I'm sure some of you think "either no Wild Mage or an obnoxiously disruptive one"). [/QUOTE]
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Community
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Is the Wild magic Sorcerer as terrible as it seems?
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