The Order of Wild Magic (Wild Mage Feedback)
Posted: Wed May 02, 2018 7:56 am
So, I've run a character all the way to the epic realm of wild magic, and I think it's at this point I can justify writing my feelings of the experience. To start, the class concept has been a lot of fun and a generally enjoyable romp of adventuring and random chaos. Kudos to the idea, the Baldur's Gate feel, and to the roleplay the chaos provides. It's been a laugh.
For all the fun, the class does feel a bit rough around the edges in some areas. I'm more than aware I jumped into playing it more than a year after the initial creation and the months of bug fixes into the effects of the surges. I can say that I've experienced no surge related bugs in my entire time playing the class which goes to show how well the script was refined. I actually feel bad even posting the things I found as a negative of the experience because of how much fun I had in general. But, I do think it needs to be raised.
The fun of the wild mage is in the general chaos of the surges that happen. The 5% chance per spell in general feels right and it's what Baldur's Gate used as well. What ends up coming off disappointing is when you want to really hammer on the chaos. The replenished spells is a fun little cookie for 5% surges and I like the fact that you're given a set amount of individual surges but as I was playing I kept yearning for a time when I could just have some period where I could just let everything go full crazy. Chaos Shield was a fun gimmick at level 9, but it's fun dropped surprisingly fast. Maybe if it allowed an improvement to surges but didn't allow replenished spells as a trade off, it would work out.
At 21 when I acquired Fatidical Manipulation, I ended up feeling somewhat underwhelmed. Here was an opportunity to play with the wild magic list and actually choose some of the chaos and it just ended up feeling like a single use -surge with a smaller die roll. For all the time it takes to get to it, I think that's what makes it feel sort of underwhelming. Some of the surge effects are very powerful but all the way to 28, it's still not a specific choice, just better options. I kept finding myself yearning to play with the choices and see what chaos comes from it, but unless I'm willing to rest after every use, I can't do that. It has the potential to be a really fun RP tool and it can add even more chaos to adventures, but with only one use, you're encouraged to play it safe with the choices rather than get crazy and creative. I think that works against the nature of the Wild Mage. The ability either needs some method of multiple uses or something more in it's effects off the table. Maybe a long cool down timer to it's effect? Maybe around 6-15 minutes? Maybe have it tie off -surge uses but not replenish spells? Maybe you get more uses of it as you level up epic Wild Mage? Maybe it functions as a double surge but you pick one of the options and the other option is always bad?
Part of the other underwhelming factor was how some of the surges by nature didn't do anything. Sparkling, Sparkles, Glow, Butterflies, and Laughing are 6 ways of basically having nothing happen. And that's sort of okay since Baldur's Gate also had it's own. But that on top of the incidents that cause surges to vanish can sometimes make the party a bit too normal with a bad string of having nothing happen. I'm not sure what could be done. Maybe replace the "Surge Vanished" with one of the random "nothing happens" surges instead and think up some more silly punishment surges? I actually liked when bad things happened with the surges, and even wished surges like Volcano and Lightning Storm worked on the caster as well.
Since the character was played on the surface, there is the potential that playing the Underdark may have had a more interesting experience with the wild magic effects of the class. I actually wondered a bit why there isn't any surface based wild magic area effects, though I could see how other magic classes would see it as a negative.
I guess to TL:DR, I really enjoyed the chaotic nature of the Wild Mage and felt a little underwhelmed at epic since the chaos never felt like it got turned up to 11.
For all the fun, the class does feel a bit rough around the edges in some areas. I'm more than aware I jumped into playing it more than a year after the initial creation and the months of bug fixes into the effects of the surges. I can say that I've experienced no surge related bugs in my entire time playing the class which goes to show how well the script was refined. I actually feel bad even posting the things I found as a negative of the experience because of how much fun I had in general. But, I do think it needs to be raised.
The fun of the wild mage is in the general chaos of the surges that happen. The 5% chance per spell in general feels right and it's what Baldur's Gate used as well. What ends up coming off disappointing is when you want to really hammer on the chaos. The replenished spells is a fun little cookie for 5% surges and I like the fact that you're given a set amount of individual surges but as I was playing I kept yearning for a time when I could just have some period where I could just let everything go full crazy. Chaos Shield was a fun gimmick at level 9, but it's fun dropped surprisingly fast. Maybe if it allowed an improvement to surges but didn't allow replenished spells as a trade off, it would work out.
At 21 when I acquired Fatidical Manipulation, I ended up feeling somewhat underwhelmed. Here was an opportunity to play with the wild magic list and actually choose some of the chaos and it just ended up feeling like a single use -surge with a smaller die roll. For all the time it takes to get to it, I think that's what makes it feel sort of underwhelming. Some of the surge effects are very powerful but all the way to 28, it's still not a specific choice, just better options. I kept finding myself yearning to play with the choices and see what chaos comes from it, but unless I'm willing to rest after every use, I can't do that. It has the potential to be a really fun RP tool and it can add even more chaos to adventures, but with only one use, you're encouraged to play it safe with the choices rather than get crazy and creative. I think that works against the nature of the Wild Mage. The ability either needs some method of multiple uses or something more in it's effects off the table. Maybe a long cool down timer to it's effect? Maybe around 6-15 minutes? Maybe have it tie off -surge uses but not replenish spells? Maybe you get more uses of it as you level up epic Wild Mage? Maybe it functions as a double surge but you pick one of the options and the other option is always bad?
Part of the other underwhelming factor was how some of the surges by nature didn't do anything. Sparkling, Sparkles, Glow, Butterflies, and Laughing are 6 ways of basically having nothing happen. And that's sort of okay since Baldur's Gate also had it's own. But that on top of the incidents that cause surges to vanish can sometimes make the party a bit too normal with a bad string of having nothing happen. I'm not sure what could be done. Maybe replace the "Surge Vanished" with one of the random "nothing happens" surges instead and think up some more silly punishment surges? I actually liked when bad things happened with the surges, and even wished surges like Volcano and Lightning Storm worked on the caster as well.
Since the character was played on the surface, there is the potential that playing the Underdark may have had a more interesting experience with the wild magic effects of the class. I actually wondered a bit why there isn't any surface based wild magic area effects, though I could see how other magic classes would see it as a negative.
I guess to TL:DR, I really enjoyed the chaotic nature of the Wild Mage and felt a little underwhelmed at epic since the chaos never felt like it got turned up to 11.