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<blockquote data-quote="Space Coyote" data-source="post: 2846217" data-attributes="member: 29895"><p>Something happened in a recent game session that made me question myself: Am I being too subtle? Let me describe 2 scenarios and see if I, as the DM, was not giving the players enough info:</p><p></p><p>1st Scenario</p><p>The party enters a large rectangular room through a metal door. The room is separated by a Prismatic Wall (opaque). The room is also protected which prevents any form of magical transport or alteration, so the party went through the wall, suffering quite a few mishaps.</p><p></p><p>Once the party does what they need to do, they discover the room is a dead end and they want to exit, but do not want to pass through the wall again, so they resort to various divination spells to help them. Unknown to the party, the Prismatic Wall only works one way. They can freely pass through it on the way out and leave the room unhindered.</p><p></p><p>-First the cleric casts a Divination spell and asks for the easiest way to get out of the room safely. I reply (trying to sound cryptic like the description says): "Walking is the easiest form of travel."</p><p>-Then the Cleric casts a Find the Path with the goal to find the way out of the dungeon. The FTP points back the way they came (back through the Prismatic Wall).</p><p>-Next, the Cleric casts a Commune and one of the questions is "Is there one simple way to bypass the harmful effects of the Prismatic Wall so we can leave this room?" and I gave the answer of "Yes".</p><p>-Finally, the Cleric casts another Divination and asks what is the one simple way of bypassing the harmful effects of the Prismatic Wall and I replied, "The most difficult journeys begin with a single step."</p><p></p><p>I was trying to tell the party that it was safe to simply walk out of the room.</p><p></p><p>2nd Scenario</p><p>The party encounters a strange room of small and tiny flying animated objects. These creatures are boosted with magic to have a high Damage Reduction and spell resistance and the party could not hurt them, although the objects were barely hurting the party either because they only did 1d3-1 and 1d4 damage. This module was converted from a 2nd edition module that described the objects as being invulnerable to any harm, but Dispel Magic could destroy 1d20 of them per spell. The party Wizard has permanent Arcane Sight and sees magical auras at will, as well as having high skill in Spellcraft and Knowledge: Arcane.</p><p></p><p>During the fight I kept advising the Wizard player that he sees 'strong' magical auras around the objects. And that "they seem to be powered by magic". And "you deduce that these constructs are highly magical". I was trying to hint that a Dispel Magic or Anti-Magic will hurt them.</p><p></p><p>I would appreciate some input on my part. What could I have dont to be more "helpful" to the players? The Divination spell states "The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen.". Perhaps I was being too cryptic in the first scenario with the Divination spells?</p></blockquote><p></p>
[QUOTE="Space Coyote, post: 2846217, member: 29895"] Something happened in a recent game session that made me question myself: Am I being too subtle? Let me describe 2 scenarios and see if I, as the DM, was not giving the players enough info: 1st Scenario The party enters a large rectangular room through a metal door. The room is separated by a Prismatic Wall (opaque). The room is also protected which prevents any form of magical transport or alteration, so the party went through the wall, suffering quite a few mishaps. Once the party does what they need to do, they discover the room is a dead end and they want to exit, but do not want to pass through the wall again, so they resort to various divination spells to help them. Unknown to the party, the Prismatic Wall only works one way. They can freely pass through it on the way out and leave the room unhindered. -First the cleric casts a Divination spell and asks for the easiest way to get out of the room safely. I reply (trying to sound cryptic like the description says): "Walking is the easiest form of travel." -Then the Cleric casts a Find the Path with the goal to find the way out of the dungeon. The FTP points back the way they came (back through the Prismatic Wall). -Next, the Cleric casts a Commune and one of the questions is "Is there one simple way to bypass the harmful effects of the Prismatic Wall so we can leave this room?" and I gave the answer of "Yes". -Finally, the Cleric casts another Divination and asks what is the one simple way of bypassing the harmful effects of the Prismatic Wall and I replied, "The most difficult journeys begin with a single step." I was trying to tell the party that it was safe to simply walk out of the room. 2nd Scenario The party encounters a strange room of small and tiny flying animated objects. These creatures are boosted with magic to have a high Damage Reduction and spell resistance and the party could not hurt them, although the objects were barely hurting the party either because they only did 1d3-1 and 1d4 damage. This module was converted from a 2nd edition module that described the objects as being invulnerable to any harm, but Dispel Magic could destroy 1d20 of them per spell. The party Wizard has permanent Arcane Sight and sees magical auras at will, as well as having high skill in Spellcraft and Knowledge: Arcane. During the fight I kept advising the Wizard player that he sees 'strong' magical auras around the objects. And that "they seem to be powered by magic". And "you deduce that these constructs are highly magical". I was trying to hint that a Dispel Magic or Anti-Magic will hurt them. I would appreciate some input on my part. What could I have dont to be more "helpful" to the players? The Divination spell states "The advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen.". Perhaps I was being too cryptic in the first scenario with the Divination spells? [/QUOTE]
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