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General Tabletop Discussion
*Dungeons & Dragons
Is the Wild magic Sorcerer as terrible as it seems?
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<blockquote data-quote="FormerlyHemlock" data-source="post: 7027920" data-attributes="member: 6787650"><p>Yes, because you always have the feature, but you pay for it only when you choose.</p><p></p><p>E.g. the party wizard casts Confusion on a bunch of bad guys like Slaads. His DC is 16, and you're pretty sure the Slaads have -2 to Wisdom saves, but also advantage. So they need an 18+ to save--except that any Slaad who rolls a 18+ will get Bend Luck'ed back down to 14-17. Instead of 28% of the Slaads resisting confusion every round, only approximately 7.25% of them will resist it each round, and you'll spend on average (0.28 * 2) 0.56 sorcery points per round keeping them Confused.</p><p></p><p>If it were possible to give your buddy +4 to Int, to raise his DC to 18, there would still be 10% of the Slaads breaking free every round. Bend Luck in this case is actually better than +4 to Int, and as long as you don't stretch it too thin it applies to every spellcaster in the party. The down side is that it costs your reaction, so it works on a tanky chassis like a Paladin/Sorcerer who doesn't need Shield spells that badly, better than on a pure sorcerer chassis. Coincidentally that is also the chassis on which Tides of Chaos and Wild Surge work best.</p><p></p><p>You can also use Bend Luck to boost other PCs, e.g. to help the wizard not fail his con save against a Banshee's wail.</p><p></p><p>Wild Sorc is not the "best" or most powerful class in the PHB by any metric, but it's a decent class, and a lot of what it has going for it is tied up in Bend Luck, and to a lesser extent Tides of Chaos.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 7027920, member: 6787650"] Yes, because you always have the feature, but you pay for it only when you choose. E.g. the party wizard casts Confusion on a bunch of bad guys like Slaads. His DC is 16, and you're pretty sure the Slaads have -2 to Wisdom saves, but also advantage. So they need an 18+ to save--except that any Slaad who rolls a 18+ will get Bend Luck'ed back down to 14-17. Instead of 28% of the Slaads resisting confusion every round, only approximately 7.25% of them will resist it each round, and you'll spend on average (0.28 * 2) 0.56 sorcery points per round keeping them Confused. If it were possible to give your buddy +4 to Int, to raise his DC to 18, there would still be 10% of the Slaads breaking free every round. Bend Luck in this case is actually better than +4 to Int, and as long as you don't stretch it too thin it applies to every spellcaster in the party. The down side is that it costs your reaction, so it works on a tanky chassis like a Paladin/Sorcerer who doesn't need Shield spells that badly, better than on a pure sorcerer chassis. Coincidentally that is also the chassis on which Tides of Chaos and Wild Surge work best. You can also use Bend Luck to boost other PCs, e.g. to help the wizard not fail his con save against a Banshee's wail. Wild Sorc is not the "best" or most powerful class in the PHB by any metric, but it's a decent class, and a lot of what it has going for it is tied up in Bend Luck, and to a lesser extent Tides of Chaos. [/QUOTE]
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Is the Wild magic Sorcerer as terrible as it seems?
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