Bullgrit
Adventurer
In your experiences, does using divination spells actually work out to help the caster in an adventure? I'm not talking about detection spells, but rather spells where you can ask questions and get answers.
As a DM, I can't remember a time when a Player tried one of these spells. There have been many, many times when I wish someone had used one. I even included a magic skull artifact in a treasure a group of PCs found. They discovered that if you placed a gold coin in its mouth, it would answer a yes or no question (up to 3 times per day). They tested it a bit and discovered that its answers were accurate, but then they didn't bother using it for any actual adventure questions. (There were a few times I wanted to shout, "Why don't you just ask the skull!?")
Once, I specifically made a cleric (D&D3) who regularly prepared augury and had the focus and material components always on hand. I wanted this cleric to be the "wise answer man" of the party. I used augury four times before giving up on the spell -- all four answers were "weal and woe."
The last two times I used the spell was after we had opened the magically sealed double doors on an ancient tomb. We were wondering if it would be better to close the doors behind us or leave them open; would the doors relock if we closed them, or would bad guys/things come in behind us if we left them open?
The answer to letting them close and to propping them open (two different questions, two separate castings) was "weal and woe." (Both times, the DM gave the answer to the question before/without rolling the percentage dice -- he kept forgetting the answer wasn't automatic.) A total waste of effort and money. We ended up discovering that the doors would not relock when they closed and we were able to just push them open again.
I'd like to hear some specific examples of divination spells actually helping a party of adventurers.
Bullgrit
As a DM, I can't remember a time when a Player tried one of these spells. There have been many, many times when I wish someone had used one. I even included a magic skull artifact in a treasure a group of PCs found. They discovered that if you placed a gold coin in its mouth, it would answer a yes or no question (up to 3 times per day). They tested it a bit and discovered that its answers were accurate, but then they didn't bother using it for any actual adventure questions. (There were a few times I wanted to shout, "Why don't you just ask the skull!?")
Once, I specifically made a cleric (D&D3) who regularly prepared augury and had the focus and material components always on hand. I wanted this cleric to be the "wise answer man" of the party. I used augury four times before giving up on the spell -- all four answers were "weal and woe."
The last two times I used the spell was after we had opened the magically sealed double doors on an ancient tomb. We were wondering if it would be better to close the doors behind us or leave them open; would the doors relock if we closed them, or would bad guys/things come in behind us if we left them open?
The answer to letting them close and to propping them open (two different questions, two separate castings) was "weal and woe." (Both times, the DM gave the answer to the question before/without rolling the percentage dice -- he kept forgetting the answer wasn't automatic.) A total waste of effort and money. We ended up discovering that the doors would not relock when they closed and we were able to just push them open again.
I'd like to hear some specific examples of divination spells actually helping a party of adventurers.
Bullgrit