MerakSpielman
First Post
If you didn't make it clear up front that you didn't like divinations, I'd feel exactly the same way.Fathead said:This is one of my problems though - when I custom create "anti-scrying devices" and "divination shields", the players will argue that I'm being unfair and severly limiting the use of the divinations that they struggled so hard to earn. They feel that by inundating the campaign world with counter measures, I'm nullifying the worth of the spells.
The trick is not to make plots that can be unraveled with a divination or three. If you're dead-set on doing mystery/conspiracies, you could make a plot that's so convoluted that none of the people involved really know what's going on. If everybody has misinformation, divinations about who did what and why are going to provide skewed results.
The other way to reduce the shattering effect of divinations is to avoid mystery and conspiracy and instead make simple, straightforward plots. Divinations supply accurate information, but even so, the information is nothing special.
The third way, and this is where it starts getting really sneaky, is to make adventures that require divination to solve. This tactic is the most difficult, but well worth it if you can figure out a way to pull it off. If you have a mystery/conspiracy, then make the clues only findable via divinations. No witnesses, etc...
Also, the best divinations require xp to cast. No big deal every now and then, but parties would do well not to get too addicted to such spells.
Having PCs with such capability is unnerving, since they have potential to destroy your best-layed plans. I mentioned this recently in another thread, but your PCs might be reaching the point where they create the stories of which they are a part, and you only act as the referee. From now on, you can't expect things to go the way you plan, but the players will be having a great time being creative.