xiphumor
Legend
I'm considering making an A5e Wild Magic Table worthy of the name. (The existing one in T&T is only 1d10.) I have a few ideas for how to improve on the O5e version that comes with the Wild Magic Sorcerer, but I want to get the community's input.
Basic ideas:
Basic ideas:
- Nested Randomness. You don't always polymorph into a sheep, and your skin doesn't always turn blue. The primary wild magic table redirects you to smaller tables that increase the range of possibilities.
- Scalability. Wild magic surges are more or less powerful depending on the level of the spell that triggers them. This means that you don't have to worry about casting fireball on yourself when you can only cast level 1 spells and cantrips, but when you're slinging around 8th and 9th level spells, you'll wish that was the extent of your problems.
- Current plan to execute this is, when appropriate, to have the player roll 1d4, add the level of the spell minus 1 to the result, and consult a table of 12 options of increasing power
- Bad, Neutral, and Good Variations on a d20 scale. Along with your d100 roll, you roll a d20 to determine if your results are good, neutral, or bad. This allows rolling with advantage and disadvantage, or adding your PB to a roll to try to exert control over the randomness.
- Organization. The results may be random, but the table itself is organized so that Narrators can quickly find specific wild magic surges if they would prefer a particular effect.
- None of this d50 Nonsense. If we're rolling a d100, we should have 100 different outcomes.