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<blockquote data-quote="Shallown" data-source="post: 1170013" data-attributes="member: 1368"><p>To be honest I saw spells like commune and divination being an eventual easy out in the plot/story arc I was running. I wanted them to be useful but not answer all the questions so here are the rules I use for those spells. These are not game mechanic rules so they shoulod hopefully help.</p><p></p><p>Campaign wise.</p><p>The story arc has to do with demons/devils once ruling planet and they did that by making a deal with the Gods (who are not all powerful nor omniscient (SP?)). And one of the rules (the players think) is now that the demons/devils are gone but trying to return that the Gods can't actively stop their return so they can't answer all the questions directly that the characters reallly need answered. The "rules" exact nature is not known to the players/caharacters so they aren't sure what they can ask about.</p><p></p><p>In all my campaigns </p><p>Gods are focused on thier domains and that is the percpective they answer from. </p><p>The cleric in my group claims no one God over the others. He worships all equally except for the evil ones (of course) So he can cast his divinations/commune to which ever God he wants to. he always spends 1/2 an hour or so trying to decide who becuase he knows each will give a different answer depending on how the God would veiw the Situation. </p><p>This to me is the best and easiest way to deal with these type spells. If characters are unsure of the answers perspective (since Gods are inscrutible) than they still have to do the leg work. This can be used as a tool to save actual game time by directing them to the answers without giving them the answers.</p><p></p><p>Usually there is a failure chance so also hammer in a little that the answers are not divine inspiration without flaw. So they should trust the answers but not be blindly devoted to them </p><p></p><p>Also The answer may be perfectly correct but it is still a flawed person hearing it. Also known as the grape vine affect. If a person Divines take them off alone an answer them. The player will undoubtedly not repeat things back exactly as you told them. If they sight high wisdom or intelligence saying they would remember it exactly remind them it is a religous experience that they as weak mortals may not remember in its perfection. After all they did touch the Hand of God or at least their God.</p><p></p><p>Hope all this helps. Through a combination of ideas you can make these spells be what they are suppose to be. Useful/powerful magic but not a crutch.</p><p></p><p>Later</p></blockquote><p></p>
[QUOTE="Shallown, post: 1170013, member: 1368"] To be honest I saw spells like commune and divination being an eventual easy out in the plot/story arc I was running. I wanted them to be useful but not answer all the questions so here are the rules I use for those spells. These are not game mechanic rules so they shoulod hopefully help. Campaign wise. The story arc has to do with demons/devils once ruling planet and they did that by making a deal with the Gods (who are not all powerful nor omniscient (SP?)). And one of the rules (the players think) is now that the demons/devils are gone but trying to return that the Gods can't actively stop their return so they can't answer all the questions directly that the characters reallly need answered. The "rules" exact nature is not known to the players/caharacters so they aren't sure what they can ask about. In all my campaigns Gods are focused on thier domains and that is the percpective they answer from. The cleric in my group claims no one God over the others. He worships all equally except for the evil ones (of course) So he can cast his divinations/commune to which ever God he wants to. he always spends 1/2 an hour or so trying to decide who becuase he knows each will give a different answer depending on how the God would veiw the Situation. This to me is the best and easiest way to deal with these type spells. If characters are unsure of the answers perspective (since Gods are inscrutible) than they still have to do the leg work. This can be used as a tool to save actual game time by directing them to the answers without giving them the answers. Usually there is a failure chance so also hammer in a little that the answers are not divine inspiration without flaw. So they should trust the answers but not be blindly devoted to them Also The answer may be perfectly correct but it is still a flawed person hearing it. Also known as the grape vine affect. If a person Divines take them off alone an answer them. The player will undoubtedly not repeat things back exactly as you told them. If they sight high wisdom or intelligence saying they would remember it exactly remind them it is a religous experience that they as weak mortals may not remember in its perfection. After all they did touch the Hand of God or at least their God. Hope all this helps. Through a combination of ideas you can make these spells be what they are suppose to be. Useful/powerful magic but not a crutch. Later [/QUOTE]
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