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I loved wish in 3.x D&D, and had at one time three characters capable of casting it in a single party. It was a great spell, and one I'll likely house-rule back in to the game.
I think the removal of wish likely has to do with DMs thinking it's a pain in the butt, and developers not being able to put hard and fast boundaries on the spell. The open-endedness of wish means that it runs counter to the miniatures-based tactics game that D&D is evolving into.
I love that they are taking out the fiddly math and information overload that was the 'creeping crud' of high-level play, but I hope there's enough grey area in the ruleset to let my players really take it to my world.
I have great players, and I like to be challenged as a DM. My plotlines or intentions aren't sacred cows to me, they're just cows. If the players manage to sidetrack my Kewl Idea with one of their own? Nobody cries, because we're all eating steaks.
Wish stays in my game.
I think the removal of wish likely has to do with DMs thinking it's a pain in the butt, and developers not being able to put hard and fast boundaries on the spell. The open-endedness of wish means that it runs counter to the miniatures-based tactics game that D&D is evolving into.
I love that they are taking out the fiddly math and information overload that was the 'creeping crud' of high-level play, but I hope there's enough grey area in the ruleset to let my players really take it to my world.
I have great players, and I like to be challenged as a DM. My plotlines or intentions aren't sacred cows to me, they're just cows. If the players manage to sidetrack my Kewl Idea with one of their own? Nobody cries, because we're all eating steaks.
Wish stays in my game.