No Doug, it's you who is missing the point.
Having to always take all info rituals into account is a chore, it is predictable, and in the end, it is a waste of brain cells, because if you're not going to let the PCs use their rituals, why have them in the first place.
Instead of handing out rituals that always work except when the DM hands out McGuffins to prevent them from working, how about handing out rituals that have unpredictable results already from the beginning?
The point isn't that there might be ways to handle it.
The point is that a DM shouldn't have to handle it at all. The problem should simply not be there.
It's a pity they didn't make that one a bit more obvious and flesh it out some more.Dungeon Master's Guide - page 27 said:Rituals
While you’re disseminating information, think about how rituals might give some advantage to the PCs. Divination and scrying rituals can allow characters, especially epic-level characters, to bypass obstacles to information as easily as they can bypass physical obstacles at those levels. Design your adventures accordingly, paying careful attention to the ritual descriptions in the Player’s Handbook. Don’t give the characters less than they’re entitled to, but don’t let them short-circuit your whole adventure by using rituals, either. For instance, the Observe Creature ritual requires the caster to be extremely specific when describing the ritual’s intended target. If allowing the ritual to succeed would throw a monkey wrench into your plans for the adventure, you’d be within your rights to rule that the ritual failed to locate the intended target because the caster’s description wasn’t specific enough. Also, remember that highlevel villains have access to the same rituals that the characters do, including wards they can use to protect themselves from scrying attempts.
If Consult Oracle already from the beginning is written to allow the DM to only hand out the clues he's ready to hand out, then the end results are exactly the same, except that the DM doesn't need to spend hours thinking about counter-measures, and can concentrate on the real plot!
Instead of making up new counter-rituals on the spot, why not simply write the original ritual in such a way no such counter-measures are needed in the first place?!
Yep.
It's funny though...I keep telling the players they should be wanting to use divinations, but they just don't do it. I'm thinking for the next adventure, they'll need info that they HAVE to use Consult Oracle or something.
BTW Ward the True Name is in Chromatic Dragons. But thanks for the heads up on that...it's exactly something that I was looking for. The BBEG definitely would start to focus on the characters if they started to poke around with that ritual.
Oh, and for you DMs who are trying to think of reasons why an application of CO doesn't deliver, consider this: The general rules for rituals don't spell out any special requirements for using them beyond mastery of the ritual, the time required, and the components needed. This is all well and good, but you may want to consider creating some additional restrictions. Based on historical analogy CO might only work when cast in certain places or at certain times. It might require some very specific components. It may be that other restrictions exist like only certain types of characters can contact specific oracular spirits. Additional fees might apply because oracles themselves might have agendas too. I know all of this is beyond what RAW states, but don't get too hung up on that. Its your game, make it work how you want it to work.
Um RAW states "let them use it, but don't let it break your story". It goes on to state that the bad guys have ways of countering it and that at epic level it needs to be considered in design.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.