Piratecat said:
I see a couple of holes in your example. For one, using communes to find an agent in a place as big as a castle is probably impossible, so long as it isn't anyone high profile. There are hundreds of people in a castle between servants, staff and guards. Multiple agents make this even more interesting.
Okay, pick a number between 1 and 500. How many yes-no questions will you give me to determine the number you've picked?
Oh, wait, I don't need to blow a Commune if I really don't want to. I have Zone of Truth and Discern Lies -- and I'll order every guard, servant, and staff member to not resist. If they resist (and succeed on the save), I'll know, because I'm targeting an individual person. (Well, at least for Discern Lies.) Commune + Discern Lies is just about infallible for digging up agents. A shame.
In addition, the ability to use commune to find out Chumley's plan is only as good as your imagination. Maybe Chumley intends to summon a demon to take her out, or sneak in himself in the guise of a maid. As long as you can out-imagine the players and come up with a fun plan, they'll have a hard time guessing it.
Well, asking God whether Chumley plans to sneak in disguised obviously has to be on the list. But I agree that there are a lot of possibilities the PCs must consider. But the timing is assault is something that would be a lot tougher to cover up.
Don't forget that divinations aren't perfect. As soon as the bad guy changes his plan, previous divinations become invalid. The PCs may well act on old information.
. . .
Meanwhile, Chumley has been using his divinations too, of course. By doing so, he can find out what the PCs are up to and when it's safe for him to strike. Then he launches a diversionary attack, and grabs the queen while the PCs are distracted saving her. *shrug* I can think of a dozen ways to make this adventure challenging and fun, divinations or no.
Okay, now this is stupid

"Is Chumley Communing with his God daily? Is he changing his plans every time he determines that I am Communing with you?" and so on and so forth. The idea that these great dieties have nothing better to do than act as a crib sheet for all of their medium-to-high level followers buggers the imagination, IMO.
Is it a low-level, divination-free who-done-it? Nope. But whether or not your example is flawed by predicating the use of super-high-level divinations, it can still be a fun time for the players and the DM. And really, that's what I'm interested in, not reaching some sort of "perfect who-done-it" adventure concept.
I know you disagree with me, but I look at the high level group in my game right now. Do divinations ruin the game? No, they make it better. Are the players having fun? Yes. Am I? Yes. Are there still lots of surprises? Yes. So the horror story you depict just isn't realistic, at least not with my group.
I'm not begrudging those who can just wink and nod at Commune and deal with the weirdness. I'm aware that many other DMs -- most, even -- are less interested in versimilitude than I am. You were the one, Piratecat, who ran an encounter in which the Bad Guys tied babies to their fronts and backs before engaging the party in combat, weren't you?

Not what I'd call ENTIRELY realistic . . . I would probably have had the Bad Guys write the PCs a little note about how these kids would have their souls sacrificed to some dark demon if the PCs didn't turn in their magic items at the nearest Dark Temple, but you went with the Baby Knapsack approach. It sounds like it was a lot of fun, and I'm sure your party enjoyed it. I doooon't think it would be QUITE realistic enough for my campaign, though.
You have to admit that endless Communes can cause a lot of problems in some campaigns, and that no DM should feel forced to let the party play twenty questions with God on a regular basis just because the PHB says that it should be so. I'm glad that you've made it work for your group, but I don't see why, for instance, Loki's DM should feel obligated to make it work for HIS group.
Last edited: