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<blockquote data-quote="Piratecat" data-source="post: 5046115" data-attributes="member: 2"><p>My players use divinations extensively, and I absolutely love them. We also use them quite a bit in Sagiro's game. I design my adventures expecting their use, which means that the players get a payoff when they think to try them. My major complaint is more of a meta one; <em>commune</em> sometimes takes forever to resolve if the players really plan out their questions. I try to put a time limit on it.</p><p></p><p>One of the reasons I love spells like <em>commune </em>is that it rewards the players for cleverness, even as it sometimes obscures the truth. The yes/no answers make this almost certain. I build plots that are at least a little bit multi-layered, so the players are unlikely to hit on the exact truth just through the divination. It usually gives them a good place to start, though.</p><p></p><p>Bullgrit, I'd suggest that your DM may have handled the <em>augury </em>spell a little better. My players love <em>augury </em>because it's a nice definitive answer. <em>Divination </em>usually ends up with something a little cryptic ("Ready oil and open flame light your way to wealth!") My players once cast that before a planned fight against a particularly nasty pseudonatural troll laying in wait for them, and I got to use it with that exact phrase. We were pretty amused.</p></blockquote><p></p>
[QUOTE="Piratecat, post: 5046115, member: 2"] My players use divinations extensively, and I absolutely love them. We also use them quite a bit in Sagiro's game. I design my adventures expecting their use, which means that the players get a payoff when they think to try them. My major complaint is more of a meta one; [i]commune[/i] sometimes takes forever to resolve if the players really plan out their questions. I try to put a time limit on it. One of the reasons I love spells like [I]commune [/I]is that it rewards the players for cleverness, even as it sometimes obscures the truth. The yes/no answers make this almost certain. I build plots that are at least a little bit multi-layered, so the players are unlikely to hit on the exact truth just through the divination. It usually gives them a good place to start, though. Bullgrit, I'd suggest that your DM may have handled the [I]augury [/I]spell a little better. My players love [I]augury [/I]because it's a nice definitive answer. [I]Divination [/I]usually ends up with something a little cryptic ("Ready oil and open flame light your way to wealth!") My players once cast that before a planned fight against a particularly nasty pseudonatural troll laying in wait for them, and I got to use it with that exact phrase. We were pretty amused. [/QUOTE]
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