![]() ![]() Most of the casting classes have learned to control magic through rigid rituals and precise incantations. In my setting, all magic is wild magic, even though the players don’t realize it. However, what it does do is expand the usability and opportunity to use Wild Magic in your campaign setting. ![]() This homebrew does not modify the Wild Magic Sorcerer origin. My immediate response to this was the table needed to be rebuilt almost from scratch. It has fifty possible outcomes, and while they are chaotic, some of them represent too great a risk for any player to accept. I ran the scenario twice, and in the second session, the player who picked that character wanted the randomness and we ended up having a lot of fun with it.Īll this said, part of the problem with the way Wild Magic is presented in the handbook is that the Wild Magic Surge table is too small. The one exception was at a convention session where one of the characters I provided was a wild-magic sorcerer. I created a couple NPC wild-magic sorcerers, and even in these cases, the players don’t want to be around these characters. Unless a player just likes randomness, wild magic will rarely, if ever, be selected. When looking at the Sorcerer class as written, the dragon-blood origin far outweighs the wild-magic origin in abilities and benefits.Even though that random occurrence may be beneficial. ![]() It’s enough to know that a to-hit roll might miss or they might fail a saving roll, but even a remote chance (5%) of something completely random happening is something they avoid.
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