• ArbitraryValue@sh.itjust.works
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    11 months ago

    Ultimately D&D is about telling stories. Does the player want to tell a story about having his character lose those powers temporarily? If not, you can just say that the contract is to sow chaos or something else vague and almost impossible for an adventurer to fail at.

    (Or maybe have a supernaturally evil entity simply grant the magic for free, no strings attached. Having Satan give you great power with no explanation might seem even more menacing than a conventional agreement to do evil.)

    Beyond that, game rules can’t fix bad roleplaying. The right answer to immersion-ruining, unfun in-game behavior is an out-of-game conversation with the player, which might need to end with “…and stay out!”

    • sammytheman666@ttrpg.network
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      11 months ago

      Plus I think its unfair that some classes are bounded to strict conditions and some not. Why doesnt the artificer or wizard able to lose their powers then if the cleric or paladin does ?

      I agree with you. If the player agrees to it, sure go ahead. As a bad surprise or a bad consequence of something else ? Find something that would affect anyone the same. Like jail.