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Divinations...something that has always irked me
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<blockquote data-quote="Psion" data-source="post: 1262746" data-attributes="member: 172"><p>Are you not seeing any obvious solutions here? I am.</p><p></p><p>First - what is the PC's authority here? It appears enough that they can round up suspects with impunity. Answer: don't give them that sort of authority. Control the social situation. Perhaps the suspects are powerful nobles that the guard only has limited authority to do anything with without proof. Even if they find a suspect, the suspect may still be free to act, and unless they find what the suspect is up to (which may take more than surface thoughts), the players may still have a problem to grapple with.</p><p></p><p>Second - control the social situation. Add additional restrictions to make it harder. For example, make it so the PCs have to discover what is up without exposing their presence as investigators, or causing the suspect to bolt.</p><p></p><p>What's to prevent casting another detect thoughts? Well, if you have a sorcerer or telepath, perhaps nothing. But if you keep in mind the social situation, that could control it. People don't take well to spells being cast on them. In a society that is conscious of this, casting a spell in the middle of a chamber full of supposed suspects would be like waving a gun around at a polite dinner party. So, if you really want it to be subtle, you need silent and still spell (or hide power), which raises the level of the spell a bit. Even if PCs do have the resources, perhaps the enemy has resource to detect when a spell is in operation.</p></blockquote><p></p>
[QUOTE="Psion, post: 1262746, member: 172"] Are you not seeing any obvious solutions here? I am. First - what is the PC's authority here? It appears enough that they can round up suspects with impunity. Answer: don't give them that sort of authority. Control the social situation. Perhaps the suspects are powerful nobles that the guard only has limited authority to do anything with without proof. Even if they find a suspect, the suspect may still be free to act, and unless they find what the suspect is up to (which may take more than surface thoughts), the players may still have a problem to grapple with. Second - control the social situation. Add additional restrictions to make it harder. For example, make it so the PCs have to discover what is up without exposing their presence as investigators, or causing the suspect to bolt. What's to prevent casting another detect thoughts? Well, if you have a sorcerer or telepath, perhaps nothing. But if you keep in mind the social situation, that could control it. People don't take well to spells being cast on them. In a society that is conscious of this, casting a spell in the middle of a chamber full of supposed suspects would be like waving a gun around at a polite dinner party. So, if you really want it to be subtle, you need silent and still spell (or hide power), which raises the level of the spell a bit. Even if PCs do have the resources, perhaps the enemy has resource to detect when a spell is in operation. [/QUOTE]
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Divinations...something that has always irked me
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