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It simulates a 2nd level spell, whihc you wouldn't even get till 3rd level though...
I admit the 1-4 part is not very impressive, but after that it does.
It's the same as saying "the flight hex for witches sucks, because at first it's just feather fall and not flying"
If you want talk to your GM, he should take the augury part out and make the minimum level to take the revelation 5. So, problem fixed.
catdragon
RPG Superstar 2008 Top 32
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You never camp out in dungeons, preparing before you open doors into unknown threats?
And hour's not that much, especially if you have a prepared caster in the group. Just because you're not sure how to make it effective doesn't make it ineffective. ;-)
Sounds like a challenge... How would ypu make it effective you where playing the character with the ability?
And for the record, i just don't like the half-hour limit. I think its very effective, just not useful because of the half hour thingee.
| Brogue The Rogue |
Errrr . . . I'd use the ability before walking down an possibly dangerous hallway, or before choosing which way to go in a labyrinth. I mean, are you serious? Your question is so open-ended I could literally craft thousand of specific and unspecific situations in which the ability could be useful. You know how many fights you can cram into thirty minutes? You can do a fair amount of exploring in that amount of time. It depends entirely upon where you are, what you're doing, who you're with, whether you bribed the DM today, and whether he wants to be an unmitigated pain in the butt or not. I mean, hey, it's not like you have to act out that hour in character. It takes all of three seconds to say, "I meditate. I'm done. What do I know about the decision?"
I mean, really.
But honestly, all (most) abilities have the capacity to be effective in some situations. The trick is picking the ones that are the most effective, the most often effective, or using your sometimes ineffective abilities in such a way that you make them effective. Not every ability is superlatively effective in every single fight. Improved Critical is a great feat for fighters. Some fights you may as well not have it, due to how you roll. No ability can matter all the time. It's up to the players to choose how to use the ability effectively or ineffectively. I've seen terrible abilities win fights and wonderful abilities use them due to that wonderful human element that is so often unpredictable, heh. Similar line of thinking, here.
It sounds to me like you dislike the ability because you think it's pretty weak. Simultaneously, you're afraid of changing it and thereby making it too powerful. Both of these are possibilities, but are they likely possibilities? Are they even necessary possibilities? It also sounds from your first post that you're the DM in this situation. If that's the case, then I'd let your players take it. If they choose to take it, then obviously they think it's not too weak, and that it has some potential (or possibly that they're dumb, or think it's a wonderfully avid roleplaying aid, who knows?). If they don't, then no problem, because it's not being used, right?
| vikingson |
It's a very powerful ability, especially when dealing with NPCs who one is due to meet. Say in almost any social oriented campaign like "Crimson Throne"... Because it will give you "true" insight, no saves, no skill checks into the motives of someone which might elude your mortal skill checks and capabilities.
Nevermind beyond level 5.
If you cannot make it work for you.... consider yourself unimaginative ?