This is not something Toady made up, dices were used in divination in reality too.
I know. I don't have a problem with divination being put in the game, whether it's dice rolls or poking around in bird guts. I do feel that attaching polymorph and bonus item effects to something as simple, free and repeatable as a dice roll is silly. To my mind it'd be a cheap high, like sniffing glue and playing a slot machine in one, only better. Turning into a bird for a while and being able to fly is a
bad roll? Sign me up. I'd expect long lines out front of the temple all day long. If you have to put a gamey daily limit on something it's always a sign. If demons were the result of a bad roll, I'd expect every set of dice to be locked up behind the most powerful defenses the world could muster if they couldn't be destroyed, or for the world to be over, whichever came first.
Toady is big on thinking about what it would mean for a world to have a type of magic in place, as his comments on magical teleportation in interviews attest. When I think of what the divination thing described could mean it sounds silly to me, but that's ok. It's okay because I don't think this is about putting in divination. They are always experimenting with things to see how they play. We've just come to the end of a very long bogeyman experiment, and it was largely about in game atmosphere. It wasn't about annoying players, which may be a surprise to some. Just because bogeymen have been taken out and players are cheering doesn't mean the experiment was a failure. I'm seeing the divination thing as more of the same. Experimentation with magical effects, building on top of necromancy and other things in preparation for the myth and magic arc. I guess if I had any suggestion it'd be to not call it divination unless it turns out that information gathering is a huge part of it (because you get pedants like me piping up). It'd be like if necromancers had been implemented with only the tower building but no ability to raise the dead. If you did that, I'd suggest not calling them necromancers until raising dead was in.
How much useful information is there that an adventure can seek in adventure mode?
- where is this creature
- how do I reach this secret place
- who killed/robbed/defaced etc this person/place/object etc
- where is the lost artifact
- what is the weakness of this werebeast/demon/titan etc
Those are what I can think of off the top of my head that would be ready to implement, and just the above would be a lot of work. Upcoming villain plots could add more. In such a short time, and because it wasn't mentioned, I doubt it's in (hope to be pleasantly surprised). There's also the looking for omens/seeking knowledge of future events type of divination, but that's several orders of magnitude harder to implement than the direct question type.