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Plot Killer: Divination
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<blockquote data-quote="DMScott" data-source="post: 1171643" data-attributes="member: 11734"><p>I'm assuming you mean divination spells in general, rather than just the Divination spell, which is sufficiently vague and limited so as not to be a big problem. One suggestion for Scry and equivalents: if you haven't already, switch to the 3.5 system of having the spells allow Will saves rather than requiring scry skill checks. This makes scrying dependent more on the target than the caster, and it'll fail more often.</p><p></p><p>Another good solution: throw a divination-heavy bad guy at your players, and see what they do to counter. Observing your players' level of paranoia and the sort of countermeasures they take should give you an idea as to what's appropriate for your NPCs. Sometimes the best way to brainstorm a solution is to make your players do it - ancient lazy DM's trick <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> .</p><p></p><p>You might find the "magical protections" excuse lame, but in fact if the protections are available and useful they'll become common. "Mordenkainen's Private Sanctum" items (or permanent areas) should be reasonably common among higher level types. At lower levels there are non-magical solutions, like having doubles to confuse divinations, ensuring that information is distributed only a need-to-know basis, coming up with plans that threaten several different targets so the players have a dilemma as to which part to counter, etc.</p></blockquote><p></p>
[QUOTE="DMScott, post: 1171643, member: 11734"] I'm assuming you mean divination spells in general, rather than just the Divination spell, which is sufficiently vague and limited so as not to be a big problem. One suggestion for Scry and equivalents: if you haven't already, switch to the 3.5 system of having the spells allow Will saves rather than requiring scry skill checks. This makes scrying dependent more on the target than the caster, and it'll fail more often. Another good solution: throw a divination-heavy bad guy at your players, and see what they do to counter. Observing your players' level of paranoia and the sort of countermeasures they take should give you an idea as to what's appropriate for your NPCs. Sometimes the best way to brainstorm a solution is to make your players do it - ancient lazy DM's trick :D . You might find the "magical protections" excuse lame, but in fact if the protections are available and useful they'll become common. "Mordenkainen's Private Sanctum" items (or permanent areas) should be reasonably common among higher level types. At lower levels there are non-magical solutions, like having doubles to confuse divinations, ensuring that information is distributed only a need-to-know basis, coming up with plans that threaten several different targets so the players have a dilemma as to which part to counter, etc. [/QUOTE]
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