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Which character concepts are less cool to play than they seems ?
(sh.itjust.works)
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
Oracle / Seer / Diviner
Great flavour, lots of precedence in stories. But in practice if abilities didn't give us info/tantalising hints it was a waste of resources, and if it did then we'd skipped over fun adventure story beats.
On the one hand they are a great way for the GM to give you info and hints. On the other hand, they can feel like they short cut'd fun story-rich adventures to libraries and sages and NPCs with secrets we needed to know etc.
Another thing that makes Oracle / Seer / Diviner characters difficult to GM for is that you need to know things in advance, where the adventure leads to etc. As one whose GMing style leans heavily into Play To Find Out that sort of characters is kind of counter to it.
That said it is highly dependent of what the player want out of such an archetype. If it is a flavour for how the character solves problems I'm all for that. Touching an item to get a vision/impression for something (adventure) related to it go ahead. That is not too different to other ways of investigating. But the player who wants those powers to get "quest markers" or to completely negate obstacles ("hurr durr I have foresight so I've seen the ambush") gets hard noes from me.
Also agreeing with @dumples@kbin.social, D&D 5e Divination wizards are very well made and the divination spells work well in those kind of worlds.