bpauls
Explorer
I'm curious where DMs who have Wild Magic sorcerers in their campaigns choose to set the level of randomness via Wild Magic Surge and Tides of Chaos:
A bit a clarification here--I have seen threads where posters have asked for the "correct" interpretation of the rules for Wild Magic Surge and Tides of Chaos. That's not what I'm getting at here. I'm comfortable that, in keeping with the "make it your own" spirit of 5e, the rules have been left intentionally vague and up to the whim of the DM.
I have also seen threads giving advice on how often DMs should allow for rolls on the Wild Magic Surge table based on what best for the class or the most fun for the player. While these are obviously important factors (and every DM should take them into account) I am looking for a wider perspective. Sometimes what is fun for one player can be detrimental to the group experience.
If you are a DM, I would like to know where you set the "randomness dial" at your table to produce the best game for everyone. If you are a player of a Wild Magic sorcerer, what do you find works best for the entire party (not just what is the most fun or advantageous for your character?)
- How often do you call for a d20 Wild Magic Surge check following the use of a non-cantrip spell?
- How often do you call for a Wild Magic Surge following the use of a non-cantrip spell when the player has used Tides of Chaos (but before he or she regains the ability?)
- Does anyone "double up" and call for both a d20 Wild Magic Surge check and a separate Wild Magic Surge following the use of a non-cantrip spell when the player has used Tides of Chaos?
A bit a clarification here--I have seen threads where posters have asked for the "correct" interpretation of the rules for Wild Magic Surge and Tides of Chaos. That's not what I'm getting at here. I'm comfortable that, in keeping with the "make it your own" spirit of 5e, the rules have been left intentionally vague and up to the whim of the DM.
I have also seen threads giving advice on how often DMs should allow for rolls on the Wild Magic Surge table based on what best for the class or the most fun for the player. While these are obviously important factors (and every DM should take them into account) I am looking for a wider perspective. Sometimes what is fun for one player can be detrimental to the group experience.
If you are a DM, I would like to know where you set the "randomness dial" at your table to produce the best game for everyone. If you are a player of a Wild Magic sorcerer, what do you find works best for the entire party (not just what is the most fun or advantageous for your character?)
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