The Tomb of Horrors begins with Gary Gygax boasting of a “thinking person’s module.” This description makes players suppose that the tomb rewards puzzle solving and ingenuity. But the tomb never plays fair. The poem in the entry hall promises clues, but it’s a trap as much as an guide. The tomb rewards painstaking caution, and then reckless haste, and often just lucky guesses.
So why did Gary consider his capricious deathtrap a thinking persons module?
Instead of working as a puzzle, the tomb operates as resource management challenge. Early on, the lives of hirelings or 15-member parties served as the resource. By the time the Tomb reached print, the divination spells in Advanced Dungeons & Dragons gave players resources. Just a 2nd-level Augury told which door leads to death. A 5th-level Commune answered at least 9 yes-or-no question. Even so, the tomb served enough dilemmas to test the most patient divine power.
Unlike the tomb, modern adventures never fill rooms with life-or-death guesses. They favor stories with just a few mysteries to unravel. But when players can get some divine power on the line, can any mystery last?
How does fifth-edition D&D deal with the classic spells that call for spoilers?
Augury (2nd level) tells whether a specific action will be beneficial or harmful. The 5E version penalizes repeat castings by adding a chance of a wrong answer. Augury gives wary players hints without ruining surprises.
In earlier editions, Commune (5th level) answered one question per caster level. A minimum of 9 answers could cut through most secrets, especially since early versions placed no hard limits on the number of castings. The description of Commune says, “It is probably that the referee will limit the use of Commune to one per adventure, one per week, or even one per month, for the gods dislike frequent interruption.”
The 5E Commune only answers 3 questions and it imposes real limits on the number of castings per day. At 5th level, few players will burn a Commune spell until they become stuck. The spell gets the game moving, replaces frustration with fun, and gives the cleric a chance to shine.
In 1st edition, Divination (4th level) gathered information on an area. Essentially, it told players how much treasure and danger they could expect in a dungeon level. Second edition changed Divination into an improved Augury, which answers questions with specific advice. Crucially, the dungeon master answers with “a short phrase, cryptic rhyme, or omen,” so the response can add fun by giving new clues to unravel.
The Contact other Plane (5th level) spell could potentially gather lies or drive the caster insane. How bad do you want to know? I’ve never seen a Wizard cast this spell.
Gary Gygax wrote D&D’s divination spells to hint without revealing all the game’s secrets. Fifth edition limits how often players can rely on divination, preventing Commune from turning D&D into 20 questions. These spells give DMs a way to aid to stuck players, to give thinking players more clues to consider. They enhance the game.
Excellent article, David.