SnowDog
First Post
Hi all --
I DM in a game where the PCs are finally reaching level 10 and are able to Commune. Both my players and myself are concerned about the spell for a number of reasons. In the end, it comes down to a concern that using this spell will rob the players of the enjoyment of watching the story unfold on its own. On the other hand, if this spell exists, it makes sense that the PCs would use it to get answers for some burning questions.
I started a House Rules thread about ways to fix it, and got few bites. Evidently people don't see a burning need to "fix" the spell.
So I'll approach it from another side. If you're using Commune, and not changing it via a House Rule, what advice do you have on running it in a way that contributes to a story instead of subtracting from it? In general, how has higher-level divination magic impacted the way you play your game and construct your campaign world?
I DM in a game where the PCs are finally reaching level 10 and are able to Commune. Both my players and myself are concerned about the spell for a number of reasons. In the end, it comes down to a concern that using this spell will rob the players of the enjoyment of watching the story unfold on its own. On the other hand, if this spell exists, it makes sense that the PCs would use it to get answers for some burning questions.
I started a House Rules thread about ways to fix it, and got few bites. Evidently people don't see a burning need to "fix" the spell.
So I'll approach it from another side. If you're using Commune, and not changing it via a House Rule, what advice do you have on running it in a way that contributes to a story instead of subtracting from it? In general, how has higher-level divination magic impacted the way you play your game and construct your campaign world?
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