D&D General Wild Magic, Yea or Nay?

How do you feel about a fellow PC using wild magic?

  • I like it. It's a lot of fun.

    Votes: 27 41.5%
  • It's OK, sometimes something interesting happens.

    Votes: 9 13.8%
  • It's OK, but sometimes it's a hassle or annoying

    Votes: 5 7.7%
  • I'm not a big fan of it and find it disrupting

    Votes: 21 32.3%
  • I hate it. It screws up things more often than not

    Votes: 3 4.6%


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I have always found wild magic to be a far better element of authored fiction than gameplay.
That's because it's scripted "randomness" in fiction and genuinely random in a game. And the two aren't anything alike, even if they seem to be on the surface, and things rarely translate well between them.

This goes for any sort of kayfabe random powers that aren't actually random in the least when there's an author scripting them. Look at any fictional instance of decks of cards where it's all dramatic moments and drawing exactly the card you need in the moment. Completely unlike playing actual MtG or Hearthstone or poker.

There's probably a good argument to be made that Wild Magic is another thing that works well in an authored work and less well in a game. The mirror of those Litfics with deckbuilding magic powers that feel completely contrived and artificial.
 


But maybe don't tell people why they feel a thing if they aren't expressing confusion about it.
When I echo a person's point as a launching off point for a post, it's not because I don't think they understand their own words. It's because I'm trying to demonstrate that I understand their words and want to expand on the idea they offered with the thoughts they inspired. I'm picking up the ball they kicked and carrying it further.

This is the second time this week I've had to explain this here. Is my discourse style really that different, or is everyone just on edge?
 

How do you feel about wild magic? Specifically as a player and another player is playing with wild magic. I know it first appeared in 2e, and some people really love it.
I don't have an issue. I've dealt with players that ignore any attempt at group planning before, and that was far more chaotic than a wild mage would ever be. Give 'em a wand of wonder, go to town.
 


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.
This is how I feel as well.

I would also like a version of "half-trained magician" vs. "Big problem- safeties are off!" Also, I would prefer the wild stuff be somewhat thematic. I'm fine with the party having to save or be transformed into cats, but there should be some transmutative spell being cast, not magic missile.
 

This is how I feel as well.

I would also like a version of "half-trained magician" vs. "Big problem- safeties are off!" Also, I would prefer the wild stuff be somewhat thematic. I'm fine with the party having to save or be transformed into cats, but there should be some transmutative spell being cast, not magic missile.
Yeah, effects varied by spell school, and/or even by spell level cast.
I think now we're going into different theme interpretations of what wild magic is.
They quite intentionally set the original wild magic table so that a wild mage could try to cast acid arrow, and open a gate with a demon instead... as opposed to something which seems more like harry potter-esque flubbed spellcasting, trying to cast levitate instead you create potato bread (leaven-tate).
 

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