[RPG] When using the Augury spell, how good or bad does the outcome of the course of action have to be to justify a response of Weal / Woe

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My players are planning to use Augury to decide whether to enter a dungeon, and I'm trying to decide what the outcome of the spell should be.

I can see that some extremes should be obvious: for example, if the dungeon contains four ancient dragons that will annihilate them, it's Woe. If the dungeon contains a pile of platinum and no dangers at all, it's Weal.
But what if it's a 'typical' dungeon with monsters and traps but also treasure? Does that count as Weal, Woe, Weal and Woe, or neither? What if, again as is often the case, there is danger first before there's treasure? What if there's a tough puzzle that might cause them to quit after taking damage but before finding treasure?

If it makes a difference, which I think it might, I would like them to explore this dungeon, and I think they have the skills to survive it and find the treasure. I've seen people suggest that Augury is really a way for the PCs to communicate with the DM, and if that's the case, I would be tempted to say Weal, as code for 'yes, please do it'. But I don't want them to feel betrayed when they get (non-lethally) hurt.

As pointed out in comments, Augury only covers events in the next 30 minutes. I'd be interested in answers for both of the following situations:

1) This is a very short dungeon which can be cleared in less than thirty minutes; or

2) The players ask only about whether they should enter the first room of the dungeon – I think this exacerbates the problem because it's even less clear whether this will be good or bad.

Best Answer

5e can't handle this question very well

This is, in essence, the same question as whether a player should get circumstantial advantage, disadvantage, or neither or a roll. Taken literally, almost every situation should receive an answer of "weal and woe", just like every roll should be made with both advantage and disadvantage due to the myriad tiny influences in both directions. The game doesn't work well when run that way; I've tried.

Ignoring this question usually works okay in practice

Instead, you have to turn off your critical thinking brain and just kinda go with whatever seems more socially acceptable. Some groups expect tactical advantages and won't bat an eye at being given advantage or disadvantage on an attack roll for swordfighting on the favorable/unfavorable side of a slope. Some groups expect GM-given advantage/disadvantage to be synonymous with "that's cool!/lame!" from the GM and will be confused when they get disadvantage for trying to assault opponents on a spiral staircase.

The factors that are important to a group when they assess your decision to respond with "advantage" or "woe" or similar will vary from group to group, and if you think too much about the rules-text and DMG advice instead of trying to please the crowd, the system breaks down and no one's happy. Instead, think about what your players will think made sense in hindsight, then give the people what they want.