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Alternate Guidance Spell: Less Powerful, Always On
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<blockquote data-quote="ClaytonCross" data-source="post: 7509066" data-attributes="member: 6880599"><p>How is it that players know to cast guidance prior to the GM calling for a specific knowledge check? It seems like someone walking along... an look at that neat statue... hmm... I vaguely remember something about statues like this... ..oh well...<continues walking>. Would not normally be interrupted with "Great Deity, please give my friend guidance that that their memory would be more clear!" </p><p></p><p></p><p>A. Why would the player who is getting a investigation/knowledge check mention a need for guidance if unless the already found something and seek a better look or unless their is some perception that they the task of searching or sorting memories is important?</p><p></p><p>B. If the cleric is asked to cast guidance as re-response to NOT finding anything then they are casting guidance after the check has already failed then guidance is effecting the next check (if any) done before the spell ends in 10 mins. </p><p></p><p>C. If a PC is in a dungeon and finds a locked door. They then ask, "Hay cleric can you bless me with guidance so that we can open the door quietly?" … the cleric says sure then yells out "Great Deity, please give my friend guidance that fingers move swift and careful!"...."oh well, I am pretty sure the guards know we are here <strong>now</strong> so its not going to suddenly become stealth again because I succeed in opening the door with a lock pick instead of an axe."</p><p></p><p>D. In contrast, a PC spots a trap..."Cleric, there is a trap here and I don't see anyone around... if you have any favor with your deity to prevent me from dying that would be applicated". Cleric, "Great Deity, please give my friend guidance that they are able to make our way safe!" … Player disarms trap...PC: Okay, we are clear lets move forward.</p><p></p><p>I have two simple rules that prevent 90% of investigation and knowledge type checks from having guidance. </p><p></p><p>1. The Cleric may <strong>call out a the verbal part</strong> of the spell if the player can announce the non-meta game reason the Cleci character is casting it. </p><p></p><p>Good Example: "As the Rogue takes out his thieves' tool's, the Cleric calls for his deity to guide the rogues hands!"</p><p>Bad Example: GM, "Wizard make a history check." Cleric "I cast guidance" GM "why?" Cleric "because you called for a check"</p><p></p><p>2. Guidance is concentration so only one character is effected at time. So I go around the table asking what each player is doing if they are doing 2 things at once only one can receive the clerics guidance.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7509066, member: 6880599"] How is it that players know to cast guidance prior to the GM calling for a specific knowledge check? It seems like someone walking along... an look at that neat statue... hmm... I vaguely remember something about statues like this... ..oh well...<continues walking>. Would not normally be interrupted with "Great Deity, please give my friend guidance that that their memory would be more clear!" A. Why would the player who is getting a investigation/knowledge check mention a need for guidance if unless the already found something and seek a better look or unless their is some perception that they the task of searching or sorting memories is important? B. If the cleric is asked to cast guidance as re-response to NOT finding anything then they are casting guidance after the check has already failed then guidance is effecting the next check (if any) done before the spell ends in 10 mins. C. If a PC is in a dungeon and finds a locked door. They then ask, "Hay cleric can you bless me with guidance so that we can open the door quietly?" … the cleric says sure then yells out "Great Deity, please give my friend guidance that fingers move swift and careful!"...."oh well, I am pretty sure the guards know we are here [B]now[/B] so its not going to suddenly become stealth again because I succeed in opening the door with a lock pick instead of an axe." D. In contrast, a PC spots a trap..."Cleric, there is a trap here and I don't see anyone around... if you have any favor with your deity to prevent me from dying that would be applicated". Cleric, "Great Deity, please give my friend guidance that they are able to make our way safe!" … Player disarms trap...PC: Okay, we are clear lets move forward. I have two simple rules that prevent 90% of investigation and knowledge type checks from having guidance. 1. The Cleric may [B]call out a the verbal part[/B] of the spell if the player can announce the non-meta game reason the Cleci character is casting it. Good Example: "As the Rogue takes out his thieves' tool's, the Cleric calls for his deity to guide the rogues hands!" Bad Example: GM, "Wizard make a history check." Cleric "I cast guidance" GM "why?" Cleric "because you called for a check" 2. Guidance is concentration so only one character is effected at time. So I go around the table asking what each player is doing if they are doing 2 things at once only one can receive the clerics guidance. [/QUOTE]
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