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| #1hallackApr 07, 2010 9:18:08 | I'm basically wanting to collect information on the use of various divination spells, particularly the information gathering sorts like Augury, Divination, Commune, Legend Lore, etc.. For both DMs and Players use of Divinations can run the gambit from suck to awesome largely depending on how a gaming group understands how to use and incorporate them into the game. So what is some good advice on how to use and incorporate Divinations into the game in a way that allow them to be effective without perhaps giving up too much information? What suggestions do we have for DM handling of Divinations? What suggestions for Player use of Divinations? Depending on the degree of feedback and good information gained I will try to turn this into an educational handbook on how to handle Divinations. All feedback welcome. How does your group handle the use of these sometimes problematic spells? |
| #2lormadorApr 09, 2010 2:01:38 | Divinations are for extorting resources from players, giving them only a sense of impending doom in return. The best DMs will also give them the impression of having an advantage. If they are walking into a trap, Divination spells (and the related family) should give some kind of warning and prevent TPK. If the encounter becomes easy, too much was given. For example, if the PCs are going to try jumping a psion with Divert Teleport up. |
| #3steelblueApr 09, 2010 3:38:11 | I can tell you that I, as a DM, approach Divination as an opportunity. I will consider who is being asked for information, what they would know, and whether they would share it. If they know a reasonable amount, I usually roll to find out how much the PCs will be told. I'm perfectly willing to give them information that will make a future encounter super easy because I don't consider my campaign ruined if the PCs can curbstomp an encounter or two. The really important fights are usually with beings that can protect themselves from Divination anyway, and we can spend more time on storytelling and interesting fights if the players know which path to take to avoid bandits on a given day, or which shops to avoid in a particular city. This has the additional benefit of encouraging my players to use Divination on things other than the next fight, which actually makes my job as the DM a bit easier. If I have opportunities for them to aquire metagame knowledge within the game, I can focus more on telling a story and less on trying to herd them in the direction of the critical clue, or the decision I want them to make. It also makes it easier for me to determine things like how many weaknesses I need to give a minor boss, or how long it will take the PCs to move through an urban tracking storyline. Why yes, I can assume that the PCs will have adamantine weapons to fight this particular monster... because I told them to arm themselves with adamantine before entering that den. And so on. Essentially, Divination is an opportunity for you, as the DM, to give input directly to the PCs at a level beyond "The barkeeper says x" or "You see x." It comes with some limitations, but a deity is more likely to know a key piece of information than a peasant in a bar. Keeping that in mind, you should think about what you'd like to do with that opportunity. Me, I like to encourage the interest of my players by giving them just enough information to get them hooked on my storyline. If you want to fuddle your players with false clues for the next minor villain fight, that's your decision. Just don't be surprised when your players don't offer you that opportunity the next time around. Oh yeah... and because my players like to cast divination spells every day, I don't have to deal with quite so many shaped cloudkill spells every day. ![]() |