Vaalingrade
Legend
I have never seen a wish used for something not extremely petty and or silly that's not been the subject of the main plot.
Wording is important in wishes.And the second wish they make fails because they're immune to any and all effects of any wish spell.
Has anyone ever actually done this, or seen it in play? Is it a valid concern? Why would players choose to avoid playing?
Even as a player, sometimes folks are just looking at that finish line.I don't like adventure bypassing magic, but if it is an option the characters have, then it would be weird for them not to use it. If I had that option, I would probably do it, even though as a player I wouldn't want to bypass the adventure. But the character obviously would try to achieve their goal in most expedient manner.
Where in the text says you have a 25% chance of losing your spellcasting ability?But there's a BIG downside to trying a more powerful wish (in 5e). 25% chance of losing your spellcasting ability. How often is the caster willing to court that?
And if it's from an item? Well, that's on the DM for giving it to the party.
I was going from memory and, You know, I must have gotten that from somewhere else (now I have to find out where)!Where in the text says you have a 25% chance of losing your spellcasting ability?
Because they are attempting to play in character, and almost any rational PC would prefer to just conjure up the MacGuffin rather than go through a lot of needless pain and risk.Inspired by the High Level Adventures thread, but focused on a particular thing.
There seems to be a concern that high level PCs, or even lower level ones in possession of a wish, would use a wish to just not go on the adventure. If the quest is that they retrieve the Sword of Awesome from the Tomb of Badness, they will just wish the sword into their hand. Or otherwise use powerful magic to circumvent play.
Has anyone ever actually done this, or seen it in play? Is it a valid concern? Why would players choose to avoid playing?
That's a totally different situation. The PC here is not trying to bypass an obstacle in pursuit of the goal; they're trying to duck out of pursuing the goal altogether.Yes.
There's a player I've been gaming with since the 90s who hilariously, predictably finds any way to avoid the adventure.
Recent example...
GM: "There's a monster coming."
Player: "This looks dangerous. I'm going to Teleport back to town!"
GM: "So ... uh ... what are you going to do for the rest of the night?"
Player: "I'll just sit here and watch you guys play. At least my character is safe."
GM: "So ... it's kind of a part of the social contract that you are playing with everyone else. This is a team game."
Player: "Well, next time I'll bring them with me on the Teleport."
A player with no spellcasting ability could use the wish BUT only with the "standard" options allowed. A spell caster could use the full powered version if the chose - but they would be subject to the 25% chance of permanent spell loss.
Wow. My players always flatly refuse to pay the bandit toll. They will always attack bandits. No matter what level they are. LOL.I have seen it, but not to this extent. A small example if that I had a bridge with some bandits extracting a toll to cross. The idea was that there was going to be a fight and some roleplay to learn some side quest stuff, but the PCs just paid it and said- Begone.
I have several rules at my table for Session Zero. Below are some big ones.Yes.
There's a player I've been gaming with since the 90s who hilariously, predictably finds any way to avoid the adventure.
Recent example...
GM: "There's a monster coming."
Player: "This looks dangerous. I'm going to Teleport back to town!"
GM: "So ... uh ... what are you going to do for the rest of the night?"
Player: "I'll just sit here and watch you guys play. At least my character is safe."
GM: "So ... it's kind of a part of the social contract that you are playing with everyone else. This is a team game."
Player: "Well, next time I'll bring them with me on the Teleport."