Your DM casts “Are you sure about that?”
I vaguely remember a perk in some expansion book of some Shadowrun edition that was basically “common sense” and ruleswise it meant that once per game session the GM should ask you “are you sure about that” when you’re about to do something stupid. That’s it. If you go ahead, you go ahead. If you don’t realize that they are triggering the perk, you go ahead. If you never do anything stupid (yeah, right), they will never ask.
I tend to give that to my players “for free”, but I still love that it’s been encoded as a perk that’s worth some points at character generation.
That’s also a core rulebook perk for Vampires: the Masquerade
It does make sense. Players aren’t their PCs, they don’t see the world as their PC does, so things that would be obvious from their PC’s perspective aren’t necessarily from the player’s. That disconnect means there are bound to be times when players do stupid stuff their PC wouldn’t actually do, so a nudge from the GM can set them straight
Soooo they blow themselves up, because it amplifies their magic a hundredfold? :D
they cast “the unmatched power of the sun”
From my experience Fireball times 100 is leveling a nice city block.
That’s a nice way to replace a boring, old tomb with an exciting, cool mushroom cloud.
A very similar situation happened in an old campaign of mine where the player had some fair warning about consequences but went and did a thing that blew up a fucking moon of the setting.
The environmental consequences alone defined the next few generations of the setting. I just rolled with it and after a while I went from to