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*Pathfinder & Starfinder
No secrets can be kept due to Consult Oracle?
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<blockquote data-quote="keterys" data-source="post: 5011731" data-attributes="member: 43019"><p>Which falls back to my answer of: So don't allow the ritual at all.</p><p></p><p>If you don't like, and don't want to deal with, divinations... don't. Just don't mislead the players into spending gold on buying a ritual book, casting the component, etc... then changing the rules of the ritual on them.</p><p></p><p>It's basically all about establishing a good level of trust between player and DM. Situations like the response 'In my experience, divinations are useless. The DM will only give out the information he wants to... so the only time divinations are useful is when they are a plot device to send you on your way to an adventure.' earlier are exactly what should not be happening.</p><p></p><p>The DM should cope, either in advance, or on the fly, but "That ritual is stupid. Uhh, I don't know" is neither. "Magical warding prevents me from answering. Ask a different question." is more viable and "The oracle opens its mouth to answer, then disintegrates before your eyes, leaving your residuum untouched." is also a little closer. Either way it's not wasting the component cost, though it may be wasting the player's time.</p><p></p><p>But, it's also fair for the DM to realize at a certain level that he should be prepared for the PCs to just know or find out stuff, jumping entirely off the rails. Even if instead they're taking a portal to Sigil and asking a sage there. Being up front and saying to the players 'I really don't want to have to deal with what divinations do to the plot after level X, so don't take any' is fine. Do so _early_ though, cause if one of them is making Shalok Houmz the Tiefling Detective-Wizard Ritualist he might want to know before he starts play <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p></p><p>I don't think I agree with anything quoted here.</p></blockquote><p></p>
[QUOTE="keterys, post: 5011731, member: 43019"] Which falls back to my answer of: So don't allow the ritual at all. If you don't like, and don't want to deal with, divinations... don't. Just don't mislead the players into spending gold on buying a ritual book, casting the component, etc... then changing the rules of the ritual on them. It's basically all about establishing a good level of trust between player and DM. Situations like the response 'In my experience, divinations are useless. The DM will only give out the information he wants to... so the only time divinations are useful is when they are a plot device to send you on your way to an adventure.' earlier are exactly what should not be happening. The DM should cope, either in advance, or on the fly, but "That ritual is stupid. Uhh, I don't know" is neither. "Magical warding prevents me from answering. Ask a different question." is more viable and "The oracle opens its mouth to answer, then disintegrates before your eyes, leaving your residuum untouched." is also a little closer. Either way it's not wasting the component cost, though it may be wasting the player's time. But, it's also fair for the DM to realize at a certain level that he should be prepared for the PCs to just know or find out stuff, jumping entirely off the rails. Even if instead they're taking a portal to Sigil and asking a sage there. Being up front and saying to the players 'I really don't want to have to deal with what divinations do to the plot after level X, so don't take any' is fine. Do so _early_ though, cause if one of them is making Shalok Houmz the Tiefling Detective-Wizard Ritualist he might want to know before he starts play ;) I don't think I agree with anything quoted here. [/QUOTE]
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No secrets can be kept due to Consult Oracle?
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