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*Pathfinder & Starfinder
Do Diviners make sense as PCs?
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<blockquote data-quote="Henry" data-source="post: 3151897" data-attributes="member: 158"><p>Irishfast, can we please not jump down people's throats with the "badwrongfun" comments?</p><p></p><p>As for the poster's problems with divinations, I often find that DM's may need to read carefully on what these divinations are supposed to allow, and what they DON'T allow, and this knowledge can help tailor your responses to the players' tactics. Quite simply, word WILL get out over time of the players' tactics, and counters will be utilized by enemies smart enough to use them. Nondectection spells, amulets that proof people against this sort of thing, Spells from third party sources (Anticipate Teleport from Spell Compendium is marvelous!) Misdirection and Forbiddance spells, all these things can make divination more difficult.</p><p></p><p>THEN...</p><p></p><p>...there is the DM Rat-bastardly things to do; those plots and themes which make Divination spells not only acceptable, but NECESSARY to have a chance of success. Imagine a murder mystery where you already know who did it, but you don't know HOW they did it. Because of laws of the land, there must be proof before taking them in, and spells "because of their inherent duplicitous nature" aren't evidence.</p><p></p><p>As someone mentioned, frame-ups are good, too. Piratecat had one of the most famous frame-ups in his games, when one undead Lich used ANOTHER powerful undead's name in some name-drops, and when the party traced him (legend Lores, etc.) they were getting truthful info -- about the WRONG GUY. In fact, the sneaky Lich WANTED the other Undead Guy dead anyway, as part of his plan, so it played out beautifully, and the party almost killed him and furthered the bad guy's plan.</p><p></p><p>Next, remember that divinations can be used to get the PCs back on track when they're off-track. You control the info they receive, so use that to your advantage. The spells note themselves as inherently vague, so they don't have to be "Who killed this guy?" "Phil who works in the corner store." In fact, the sources of info may not specifically know (the spells do not imply omnipotence) , they may only know enough to point you in the right direction.</p><p></p><p>I myself have always liked the idea of "Scry-teleport" being necessary to solve a problem -- let's say a doomsday prophecy can only be averted by performing one act at one locale, and another act at another locale far away EXACTLY ONE MINUTE later. The PCs have to either split up, meaning they're less likely to deal with interruptions, or they have to teleport from one to the other FAST. Only someone with teleport and scry could succeed, meaning that heroes of the PCs' caliber are the only ones who can do the job.</p></blockquote><p></p>
[QUOTE="Henry, post: 3151897, member: 158"] Irishfast, can we please not jump down people's throats with the "badwrongfun" comments? As for the poster's problems with divinations, I often find that DM's may need to read carefully on what these divinations are supposed to allow, and what they DON'T allow, and this knowledge can help tailor your responses to the players' tactics. Quite simply, word WILL get out over time of the players' tactics, and counters will be utilized by enemies smart enough to use them. Nondectection spells, amulets that proof people against this sort of thing, Spells from third party sources (Anticipate Teleport from Spell Compendium is marvelous!) Misdirection and Forbiddance spells, all these things can make divination more difficult. THEN... ...there is the DM Rat-bastardly things to do; those plots and themes which make Divination spells not only acceptable, but NECESSARY to have a chance of success. Imagine a murder mystery where you already know who did it, but you don't know HOW they did it. Because of laws of the land, there must be proof before taking them in, and spells "because of their inherent duplicitous nature" aren't evidence. As someone mentioned, frame-ups are good, too. Piratecat had one of the most famous frame-ups in his games, when one undead Lich used ANOTHER powerful undead's name in some name-drops, and when the party traced him (legend Lores, etc.) they were getting truthful info -- about the WRONG GUY. In fact, the sneaky Lich WANTED the other Undead Guy dead anyway, as part of his plan, so it played out beautifully, and the party almost killed him and furthered the bad guy's plan. Next, remember that divinations can be used to get the PCs back on track when they're off-track. You control the info they receive, so use that to your advantage. The spells note themselves as inherently vague, so they don't have to be "Who killed this guy?" "Phil who works in the corner store." In fact, the sources of info may not specifically know (the spells do not imply omnipotence) , they may only know enough to point you in the right direction. I myself have always liked the idea of "Scry-teleport" being necessary to solve a problem -- let's say a doomsday prophecy can only be averted by performing one act at one locale, and another act at another locale far away EXACTLY ONE MINUTE later. The PCs have to either split up, meaning they're less likely to deal with interruptions, or they have to teleport from one to the other FAST. Only someone with teleport and scry could succeed, meaning that heroes of the PCs' caliber are the only ones who can do the job. [/QUOTE]
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