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Good detective adventure...
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<blockquote data-quote="Wicht" data-source="post: 389566" data-attributes="member: 221"><p>Commune only provides yes or no answers in general and thus for it to be that useful in a mystery, the players need to have already done some leg-work to know what to ask. If the players can enter a crime scene, ask 9 yes or no questions, the DM set the mystery up wrong. Then again, if the players are prone to using this spell, a great idea would be setting up a seemingly baffling mystery easily solved by the players in 5 minutes through the use of commune, giving them a reputation as mystery solvers and then set them up with a seemingly easy mystery which is not so easily solved through use of the spell (because the PCs do not know the proper questions) and keep them guessing for 5 hours.</p><p></p><p>In order for a scry spell to work, the PCs must have some idea of who they are trying to scry. If the PCs have no knowledge of who is responsible for a mystery or a crime, scry would hardly be useful. Again for Scry to work, the PCs must do some leg-work to get an idea on who to scry. This IMO would be a great spell for setting up red-herrings. let the PCs scry the wrong person, get the wrong idea and make a wrong arrest/attack. And of course the same holds true with clairvoyance or clairaudance. With these last two, it is even easier to mess with the PCs because they are lacking one of their senses. Thus if they listen, it is easy to create a conversation that gives entirely the wrong impression or if they are watching, they have no way of knowing what the two gentlemen sitting at the table (for hours) are discussing.</p></blockquote><p></p>
[QUOTE="Wicht, post: 389566, member: 221"] Commune only provides yes or no answers in general and thus for it to be that useful in a mystery, the players need to have already done some leg-work to know what to ask. If the players can enter a crime scene, ask 9 yes or no questions, the DM set the mystery up wrong. Then again, if the players are prone to using this spell, a great idea would be setting up a seemingly baffling mystery easily solved by the players in 5 minutes through the use of commune, giving them a reputation as mystery solvers and then set them up with a seemingly easy mystery which is not so easily solved through use of the spell (because the PCs do not know the proper questions) and keep them guessing for 5 hours. In order for a scry spell to work, the PCs must have some idea of who they are trying to scry. If the PCs have no knowledge of who is responsible for a mystery or a crime, scry would hardly be useful. Again for Scry to work, the PCs must do some leg-work to get an idea on who to scry. This IMO would be a great spell for setting up red-herrings. let the PCs scry the wrong person, get the wrong idea and make a wrong arrest/attack. And of course the same holds true with clairvoyance or clairaudance. With these last two, it is even easier to mess with the PCs because they are lacking one of their senses. Thus if they listen, it is easy to create a conversation that gives entirely the wrong impression or if they are watching, they have no way of knowing what the two gentlemen sitting at the table (for hours) are discussing. [/QUOTE]
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Good detective adventure...
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