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<blockquote data-quote="Wyckedemus" data-source="post: 6315072" data-attributes="member: 1079"><p>Wild Magic is an aspect of D&D. Many players like the random possibilities that *can* occur. They like rolling on random tables. Because you might cast a cantrip and get a fireball, or get a cool buff. Or you might pepper your enemy with butterflies.</p><p></p><p>It is true that most people in a fantasy world would be scared of a Wild Mage. But the universe has decided that there these individuals exist. Sure, if the wild mage lets average people know he's a wild mage, he may be in for a rough time, and find himself unwelcome in places.</p><p></p><p>But people don't play hobgoblins and drow and blackguards and fiend-pact warlocks and wild mages because it's easy. They like the challenge of the character. They want to succeed against the odds. And you know what? They usually do. Heroes are usually quite resilient and usually rebound from an unplanned fireball. After all, they often already have to withstand those kind of suprise challenges anyway.</p><p></p><p>Adventurers take up short swords and staves and face off against witch-kings, dragons, and devils. And they don't run like the rest of the populace. Wild Magic is nothing compared to getting your head bitten off by some gluttony demon. If the heroes value the friendship of their mage friend who happens to be afflicted with wild magic, they will not ostracize him. They will support him and they will overcome their obstacles, gritting their teeth when they need to, and cheering when the villain gets turned into a chicken. The game should be a lot more about character relationships than comparing build mechanics. The characters in the setting don't know that there is a wild magic table that players can read. They don't know what wild magic actually is capable of, beyond rumors and their own witness. Players shoudn't metagame it because they know what the table says is possible.</p><p></p><p>If you are complaining about wild magic existing in the game, because there is a rare chance that something can go wrong... try to remember that the game uses d20s to determine success in everything! Success and failure is quite fluid. Wild Magic is nothing different. </p><p></p><p>... in my opinion.</p></blockquote><p></p>
[QUOTE="Wyckedemus, post: 6315072, member: 1079"] Wild Magic is an aspect of D&D. Many players like the random possibilities that *can* occur. They like rolling on random tables. Because you might cast a cantrip and get a fireball, or get a cool buff. Or you might pepper your enemy with butterflies. It is true that most people in a fantasy world would be scared of a Wild Mage. But the universe has decided that there these individuals exist. Sure, if the wild mage lets average people know he's a wild mage, he may be in for a rough time, and find himself unwelcome in places. But people don't play hobgoblins and drow and blackguards and fiend-pact warlocks and wild mages because it's easy. They like the challenge of the character. They want to succeed against the odds. And you know what? They usually do. Heroes are usually quite resilient and usually rebound from an unplanned fireball. After all, they often already have to withstand those kind of suprise challenges anyway. Adventurers take up short swords and staves and face off against witch-kings, dragons, and devils. And they don't run like the rest of the populace. Wild Magic is nothing compared to getting your head bitten off by some gluttony demon. If the heroes value the friendship of their mage friend who happens to be afflicted with wild magic, they will not ostracize him. They will support him and they will overcome their obstacles, gritting their teeth when they need to, and cheering when the villain gets turned into a chicken. The game should be a lot more about character relationships than comparing build mechanics. The characters in the setting don't know that there is a wild magic table that players can read. They don't know what wild magic actually is capable of, beyond rumors and their own witness. Players shoudn't metagame it because they know what the table says is possible. If you are complaining about wild magic existing in the game, because there is a rare chance that something can go wrong... try to remember that the game uses d20s to determine success in everything! Success and failure is quite fluid. Wild Magic is nothing different. ... in my opinion. [/QUOTE]
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