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*Dungeons & Dragons
Wild Magic, Yea or Nay?
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<blockquote data-quote="DEFCON 1" data-source="post: 9814826" data-attributes="member: 7006"><p>I don't like the Sorcerer class in general, but wild magic is the only thing that I think saves it for me. To me... Sorcerers should either be half-casters or if they are full casters every single subclass should have additional wild magic effects connected to it because narratively in-world I feel they should be less powerful than the other spellcasters. I've never liked the idea that in-world and narratively most full caster classes actually have to <em>do something</em> to gain their magical power-- be a devoted servant of a god, being exceedingly prolific to work out the "science" behind accessing the magical weave (using precise vocal and somatic actions either out of a textbook or through an instrument), commit yourself to nature's bounty wholeheartedly and learn to draw its energies into you-- but the Sorcerer just gets to wake up in the morning at some point and do everything they can magically with no actual action on their part at just the same power level as all those other people. They get to Fast Pass themselves past everyone else.</p><p></p><p>To me that's just a poor story-- that all these other people look like chumps having to bang their heads against the wall working so hard to be able to access magic... meanwhile there's this other schmoe over here that just does it with no effort whatsoever. Nope, have never liked it. Which is why I've always felt that the person who doesn't have to do any work whatsoever to access magic (the Sorcerer) should either never be as powerful at it as the other classes... or every Sorcerer should have a negative aspect to counter their ease of accessing it, which for me would be wild magic. No matter what "power source" or "bloodline" you have that just opens up the weave to you... you can't use it without magical bleed occurring and wild magic effects happening at the same time. You can be as powerful as a Wizard (with the same spell slot chart as it)... but you have to deal with odd magical events happening every time you do (with the same positive or negative wild effects).</p><p></p><p>Of course, having said that... I don't ever actually force my opinion or disdain onto other people when I run games and I let them play Sorcerers as normal. And any slight irritation I feel towards the "concept" of the class I just swallow or ignore. Most of the time the players don't really get that deep into the narrative conceits of the classes and game anyway... where the differences would actually feel like they matter narratively. ALL the spellcasting classes end up getting played like they are all pretty much the same in the story regardless, because most players aren't as much of a "highbrow narrative a-hole" about it like I tend to be. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9814826, member: 7006"] I don't like the Sorcerer class in general, but wild magic is the only thing that I think saves it for me. To me... Sorcerers should either be half-casters or if they are full casters every single subclass should have additional wild magic effects connected to it because narratively in-world I feel they should be less powerful than the other spellcasters. I've never liked the idea that in-world and narratively most full caster classes actually have to [I]do something[/I] to gain their magical power-- be a devoted servant of a god, being exceedingly prolific to work out the "science" behind accessing the magical weave (using precise vocal and somatic actions either out of a textbook or through an instrument), commit yourself to nature's bounty wholeheartedly and learn to draw its energies into you-- but the Sorcerer just gets to wake up in the morning at some point and do everything they can magically with no actual action on their part at just the same power level as all those other people. They get to Fast Pass themselves past everyone else. To me that's just a poor story-- that all these other people look like chumps having to bang their heads against the wall working so hard to be able to access magic... meanwhile there's this other schmoe over here that just does it with no effort whatsoever. Nope, have never liked it. Which is why I've always felt that the person who doesn't have to do any work whatsoever to access magic (the Sorcerer) should either never be as powerful at it as the other classes... or every Sorcerer should have a negative aspect to counter their ease of accessing it, which for me would be wild magic. No matter what "power source" or "bloodline" you have that just opens up the weave to you... you can't use it without magical bleed occurring and wild magic effects happening at the same time. You can be as powerful as a Wizard (with the same spell slot chart as it)... but you have to deal with odd magical events happening every time you do (with the same positive or negative wild effects). Of course, having said that... I don't ever actually force my opinion or disdain onto other people when I run games and I let them play Sorcerers as normal. And any slight irritation I feel towards the "concept" of the class I just swallow or ignore. Most of the time the players don't really get that deep into the narrative conceits of the classes and game anyway... where the differences would actually feel like they matter narratively. ALL the spellcasting classes end up getting played like they are all pretty much the same in the story regardless, because most players aren't as much of a "highbrow narrative a-hole" about it like I tend to be. ;) [/QUOTE]
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