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Alternate Guidance Spell: Less Powerful, Always On
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<blockquote data-quote="5ekyu" data-source="post: 7510062" data-attributes="member: 6919838"><p>Just curious - not sure what you mean by guidance rolls.</p><p></p><p>In my games they just throw the d20 and d4 together so its really one roll with two dice not a separate roll. no real slowdown of gameplay unless someone has math issues and if they do have math issues adding small numbers this is not the game for them.</p><p></p><p>Also, in my games, there isn't really much Gm adjudication, it applies to ability checks *if* it was in effect. So, i dont have to really do anything before saying "ability check".</p><p></p><p>Is what you mean by the bolded part "how many rolls get a boost from guidance" or are your guys actually making the rolls separately as in "roll the d20, do my mods then worry about guidance if i need to provoking a second stage of rolling"?</p><p></p><p>Do you have similar problems with bardic inspiration or paladins save bonuses?</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7510062, member: 6919838"] Just curious - not sure what you mean by guidance rolls. In my games they just throw the d20 and d4 together so its really one roll with two dice not a separate roll. no real slowdown of gameplay unless someone has math issues and if they do have math issues adding small numbers this is not the game for them. Also, in my games, there isn't really much Gm adjudication, it applies to ability checks *if* it was in effect. So, i dont have to really do anything before saying "ability check". Is what you mean by the bolded part "how many rolls get a boost from guidance" or are your guys actually making the rolls separately as in "roll the d20, do my mods then worry about guidance if i need to provoking a second stage of rolling"? Do you have similar problems with bardic inspiration or paladins save bonuses? [/QUOTE]
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