Rules Index | GM Screen


Planar Adventures / Role of the Divine

Divine Intervention

Source Planar Adventures pg. 70
In the Pathfinder Roleplaying Game, elements of divine intervention occur when the GM steps in to change the flow of play, be it by arbitrarily assigning die roll results, reversing entire events, or even changing the nature of in-game reality, if only for a split second. The effects of a divine intervention are not bound by rules, and you can justify any sudden reversal of fortune or adjustment to reality you wish by categorizing it as divine intervention.

This is a tool you should use only rarely—if ever—in your game. The best reason to allow divine intervention in your game is when there is no other option for party survival and you and your players wish to continue the campaign. In such cases, divine intervention can not only allow the game to continue but can instill in the characters and players alike a feeling of gratitude for the sudden unexpected salvation.

Take care to not remove the threat of failure from your game, of course—if the players come to expect you to save their characters each and every time they fail, the suspense of the game will fade. As a general rule, divine intervention should only occur once per player per campaign, but of course you can alter this frequency as you wish to suit the preference of your table.