[3.5 Whinge] Diviners still got the shaft!

Cyberzombie said:


I do I do I do! But the diviner *can't* give those answers, really, most of the time. Not any better than any other wizard with a decent library.

With the handicaps the class has always had and continues to have, though, you're right...

/me weeps bitterly for my poor Diviner.

They can't do it better than any other wizard (just as conjurers can't conjure better) but they will have divinations prepared while still having a full spread of normal spells ready for the cost of one school ("oh no, my good wizard can't cast those evil descriptor necromancy's anymore.") This is very useful for an adventuring wizard who normally does not want to have to give up utility or combat spells for divinations.

My generalist wizard loremaster focuses a lot on being the answer man and has learned and used a ton of divinations, but when he goes in the dungeon it is pretty rare for him to have many divinations prepared despite how useful they could end up being. It would be nice to have a few extra always on hand.
 

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I once had a player who insisted on playing a pacifist healer in a game full of pirates, brigands, and other assorted cutthroats.

Said healer was certainly useful when other characters got an axe upside the head ... but was pretty much bored the rest of the time!

Some characters just make better adventurers than others.

-The Gneech :cool:
 

Could they beat the housecat?


Cyberzombie said:


[whinge]
Buddy, they don't do *anything* as well as anybody else. Well, they can still kick the ass of any commoner that comes around. But that's about it. :( :mad: :(
[/whinge]
 


I'm currently playing a diviner and have no problems with it at all. I gave up one school, that I don't particularly care for and now have a free divination/level. As our party already has an Evoker, I add additional support as a summoner, particularly fond of elementals.
 


I'm thinking that Divination/Summoning is a pretty good combination as well. Tongues spell to take care of those creatures for whom you don't know their language, learn the elemental languages, occationally summon something just to talk to it.

I do think that DnD divinations are a bit lacking. It is much more fun in GURPS where you can do things like find out the recent or ancient history of an item, locate a class of objects, multiple different methods of divination, and see through walls. There are a lot of sight modifying spells to allow you to see clearly through different conditions.
 


I think they should rename the class "gypsy fortune teller" or something a bit more exotic. I envision diviners as being the real money makers in DnD - they don't adventure. They camp out in town and score money off of stupid adventurers by divining for them! Not to mention all the nobles and thieves guilds that would pay high dollar to consult a diviner to get details for carrying out their nefarious plans. They would be more likely to get questions like, "Is my husband cheating?" or "Where does noble X hide his safe key?" Seriously....why would a diviner tromp around the world answering questions for a bunch of murdering, greedy adventurers when they can set up camp and have the adventurers (and money) come to them?!

It just makes sense.
 
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