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<blockquote data-quote="AbdulAlhazred" data-source="post: 5011796" data-attributes="member: 82106"><p>I never said I have any huge problems with CO or the other divinations in general. There are simply going to be times when the players won't be able to solve every information deficit problem by using them, that's all. Its fine for the players to know that going in and I've never suggested they should pay for a ritual and get nothing from it. Your "Shalok Houmz" example is fine with me, he's just going to (like any PC will) find that his shtick isn't an answer to EVERY situation. Even at 16+ level there are going to be times when CO won't be the right tool for the job and maybe now and then he'll just have to rely on other PCs to come up with solutions to a problem of this kind, or have some alternate means of his own.</p><p></p><p>I'm only suggesting strongly that DMs have a finite ability to anticipate and adapt and there WILL be times when it gets exceeded. This is just based on my experience with the game. Thus it makes more sense to assume that divinations have inherent limitations which are within the DMs prerogatives to define as he sees fit. Its simply a reality of the game. We can hypothesize some perfect DM for whom none of this pertains, but that person doesn't exist in reality. </p><p></p><p>Naturally there are some players for whom any kind of limits set on their activities that aren't backed up by some letter of the printed rules gets their hackles up. I call them on it too. Players are entitled to a fun game, not to be catered to at every turn. They should know going in that nothing is certain. Rule Zero may be applied as needed, though with as light a touch as is feasible with a decent DM. </p><p></p><p>Overall I think it might have been good if there had been a bit of a discussion of divinations and other potential plot busting situations in the DMG.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5011796, member: 82106"] I never said I have any huge problems with CO or the other divinations in general. There are simply going to be times when the players won't be able to solve every information deficit problem by using them, that's all. Its fine for the players to know that going in and I've never suggested they should pay for a ritual and get nothing from it. Your "Shalok Houmz" example is fine with me, he's just going to (like any PC will) find that his shtick isn't an answer to EVERY situation. Even at 16+ level there are going to be times when CO won't be the right tool for the job and maybe now and then he'll just have to rely on other PCs to come up with solutions to a problem of this kind, or have some alternate means of his own. I'm only suggesting strongly that DMs have a finite ability to anticipate and adapt and there WILL be times when it gets exceeded. This is just based on my experience with the game. Thus it makes more sense to assume that divinations have inherent limitations which are within the DMs prerogatives to define as he sees fit. Its simply a reality of the game. We can hypothesize some perfect DM for whom none of this pertains, but that person doesn't exist in reality. Naturally there are some players for whom any kind of limits set on their activities that aren't backed up by some letter of the printed rules gets their hackles up. I call them on it too. Players are entitled to a fun game, not to be catered to at every turn. They should know going in that nothing is certain. Rule Zero may be applied as needed, though with as light a touch as is feasible with a decent DM. Overall I think it might have been good if there had been a bit of a discussion of divinations and other potential plot busting situations in the DMG. [/QUOTE]
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