I am 100% with you here.None of the poll options quite express my opinion on the matter, which is that I really like the idea of wild magic, but I pretty much never like the execution. What I really want from wild magic is something more akin to wild meta-magic. Like, something goes wrong with the spell you were trying to cast, and it comes out different than you expected - maybe it does more or less damage than usual, maybe does a different type of damage, maybe it affects a bigger or smaller area, maybe it lasts a longer or shorter time, maybe it hits a different target, or just more targets, etc. Maybe there’s even a small side-effect not directly related to the spell you were trying to cast, but it should still ultimately feel like a mishap that resulted from your spell going awry, not like a completely random nonsense thing coincidentally happened at the same time as you cast your spell. “The fireball you were trying to cast had a larger radius than you expected and some of your allies got caught in the blast” feels like wild magic. “Your Charm Person charmed the wrong person” feels like wild magic. “Your chain lightning turned into some sort of chain frost bolt” feels like wild magic. “LOL, you’re a potted plant for the rest of your turn” feels stupid.
I love it, only when it's truly wild and unpredictable - wild surges from an interrupted spell doing weird things, or broken magic items releasing their enchantments in ways unintended, that sort of thing.I myself am not a fan. Which is not surprising. It reminds of the PC who always plays a CN character--a PC who is disruptive. I tend to be a planner anyway in general, so wild magic is not up my lane of preferences.
Love it! More, please!In one campaign, during a tough encounter, the wild mage ended up polymorphing themselves into a sheep which mean the rest of us had to pick up the slack and very nearly resulted in a tpk.
Now, this is something I could potentially find interesting. I'm still skeptical--as I always am with things that are roulette wheels that don't permit regression to the mean--but it's the first wild magic pitch I've ever heard that actually has me curious. That's no mean feat, but I'm not surprised to hear such ideas from you!None of the poll options quite express my opinion on the matter, which is that I really like the idea of wild magic, but I pretty much never like the execution. What I really want from wild magic is something more akin to wild meta-magic. Like, something goes wrong with the spell you were trying to cast, and it comes out different than you expected - maybe it does more or less damage than usual, maybe does a different type of damage, maybe it affects a bigger or smaller area, maybe it lasts a longer or shorter time, maybe it hits a different target, or just more targets, etc. Maybe there’s even a small side-effect not directly related to the spell you were trying to cast, but it should still ultimately feel like a mishap that resulted from your spell going awry, not like a completely random nonsense thing coincidentally happened at the same time as you cast your spell. “The fireball you were trying to cast had a larger radius than you expected and some of your allies got caught in the blast” feels like wild magic. “Your Charm Person charmed the wrong person” feels like wild magic. “Your chain lightning turned into some sort of chain frost bolt” feels like wild magic. “LOL, you’re a potted plant for the rest of your turn” feels stupid.
This is largely how DCC magic works. Every spell has multiple degrees of success and what it does. IIRC magic missile goes from magic missiles to a dragonball Kamehameha wave.None of the poll options quite express my opinion on the matter, which is that I really like the idea of wild magic, but I pretty much never like the execution. What I really want from wild magic is something more akin to wild meta-magic. Like, something goes wrong with the spell you were trying to cast, and it comes out different than you expected - maybe it does more or less damage than usual, maybe does a different type of damage, maybe it affects a bigger or smaller area, maybe it lasts a longer or shorter time, maybe it hits a different target, or just more targets, etc. Maybe there’s even a small side-effect not directly related to the spell you were trying to cast, but it should still ultimately feel like a mishap that resulted from your spell going awry, not like a completely random nonsense thing coincidentally happened at the same time as you cast your spell. “The fireball you were trying to cast had a larger radius than you expected and some of your allies got caught in the blast” feels like wild magic. “Your Charm Person charmed the wrong person” feels like wild magic. “Your chain lightning turned into some sort of chain frost bolt” feels like wild magic. “LOL, you’re a potted plant for the rest of your turn” feels stupid.
I dislike wild magic, but if someone else in the group loves it, I won't speak that dislike aloud. I find it generally tedious, disruptive, and uninteresting: it takes up far too much time to add far too little excitement and far too much chance of extreme consequences (meaning, any chance at all).
My stance on that will always be that I won't yuck someone else's yum, but if there are other things that would excite them just as much, I'd prefer they consider those other things first. If they have their heart set on it though, more power to them--and I'll be sure to stay at least one fireball's radius away from them.Depending on edition should probably check if everyone's ok with it.
Fireball the party level 1 or 2. Odds are low but not 0.