|
Post by DM Bob on Dec 28, 2021 14:50:48 GMT -12
Apparently. I've had wild mages openly listed in House Rules since we practically started. If there was an issue or a triggering concern, communication would've been appreciated... as I had no way of knowing an animosity existed.
House Rule 23: Due to the events in my campaigns, no kits referencing the Cerulean Storm may be used. In regards to wizard choices, Wild Mages are allowed. Two main events allow their existence – one, the disruption of Kalidnay far in the past and two, the death of Kalak (or any other Sorcerer Monarch). Their numbers are small. They may be defilers or preservers upon generation.
That being said, I will be rewriting/expanding the wild magic tables to be more Athas attuned this week (something I honestly meant to do like a year ago).
|
|
|
Post by Quila Oris (John M.) on Dec 28, 2021 19:39:51 GMT -12
Just throwing out the obvious here but will someone be talking to Jesse to see if he’s okay?
|
|
|
Post by Skrye [AC3; 48/48HP] on Dec 29, 2021 0:32:27 GMT -12
I'm trying to John, I'm following the case.
I'm not very fond in using wild magic, I see it dangerous although the concept of random chaos appeals to me.. The issue with wild magic is not only the chance for any spell to go 'wild' but the increasingly chance - if any - to find specific wild magic spells, keeping in mind the challenge to find the more regular spells.. Are you treating Wild magic as an oddity, as you seem to define it? In that case, would not it be a proper school and just a kind of arcane wild talent-ish thing?
It could be interesting to develop spells for such as a goal, taking the effects of psionic devotions & sciences as references..
|
|
|
Post by ascieszl on Dec 29, 2021 5:12:13 GMT -12
I also messaged Jesse, haven't heard back yet.
|
|
|
Post by DM Bob on Dec 29, 2021 16:07:57 GMT -12
I've messaged, as well as posted and replied to his FB rant about anti-paladins, kender & wild mages.
I have yet to hear back. I hold no issue with Jesse. I once quit a game with how a DM ran the spell, Hold Portal. That instance was a rule change that happened mid-game without a house rule already in effect and it hit me as an unfair ruling (it also railroaded the party into a hook most of us didn't want to pursue). The loss of trust in the DM was enough to have me lose interest in his game entirely. My frustration is that I've been nothing but open and honest. I will change rules here and there, but I do listen to the players and make sure that it's at least mentioned in a topic or post before implementation.
I would also like it to go down on the record that any failed rolls from any class can result in consequences for the rest of a team. I implement random tables as a DM all the time. I roll random encounters. I include wands of wonder and decks of many things in my games. Do they wreck games?
They can, but dealt with properly, it's just another thing to respect and add to a story. I happen to enjoy wild magic and mages. As for learning wild magic? They're rare. But I give spells to choose every level gained. Is it easier to learn from another? Probably. I don't require that in play-by-post for the same reason training is a pain in the ass to roleplay in this medium.
The bottom line? I have had an open ear for any complaints or suggestions in game and rarely hear any issues (not that you as players don't communicate). You all know I tend not to punish actions in game as long as thought and precautions are taken in character. Will I fudge a random roll that would result in a total party kill? [Insert waffling DM face here] I would probably tone the result down or have it result in a set back to the party as a whole as long as it fit the narrative.
The other thing that needs to be considered, at least at the lower levels, is that spellcasters really try to hide their abilities lest they get hanged by a bunch of angry villagers or townsfolk. That often means that less spells are getting cast, with less chances of random malfeasance hitting friendlies as well. But the plus side of wild magic is being able to benefit from extended level, damage, range or area of effect when it happens. If anything, playing a wild mage is more dangerous to the individual than the group. It's easier to detect witches when more witch things happen about them all the time.
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 29, 2021 16:11:26 GMT -12
Something to add--Wild Mages are only dangerous to the party during a Wild Surge. Wild Surges only happen when spells are cast--and never more than 5% of the time. On average, 20 spells must be cast in order to produce 1 Wild Surge. How often are spells cast in Dark Sun? Especially in a group that has not yet taken time to explain that they will not kill their Wizards?
|
|
|
Post by DM Bob on Dec 29, 2021 16:15:09 GMT -12
My exact point. A kender auto-steals. Antipaladins are automatically LE or CE depending on the setting. A non-evil wild mage? Not a huge deal for me. I also liked the one that appeared in the PC game Baldur's Gate. Neera the 1/2 elf I think?
|
|
Deleted
Deleted Member
Posts: 0
|
Post by Deleted on Dec 29, 2021 16:29:21 GMT -12
I wouldn't know--I've never played Baldur's Gate. Being Chaotic Good, it's almost certain he uses Wild Magic to preserve plant life.
|
|
|
Post by ascieszl on Dec 30, 2021 2:12:58 GMT -12
My exact point. A kender auto-steals. Antipaladins are automatically LE or CE depending on the setting. A non-evil wild mage? Not a huge deal for me. I also liked the one that appeared in the PC game Baldur's Gate. Neera the 1/2 elf I think? Google-ing..... Ah! In the Enhanced Edition, yes. Explains why i didn't know what you were talking about - I still have the OG version in 5 CD/DvD's.
|
|