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Alternate Guidance Spell: Less Powerful, Always On
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<blockquote data-quote="5ekyu" data-source="post: 7510875" data-attributes="member: 6919838"><p>We have very different groups. In my game, I had to answer "can I take disadvantage voluntarily" and it was on initiative rolls. </p><p></p><p>My ruling was that the character not wanting to go first did in fact constitute "• An element of the plan or description of an action makes success less likely" and so I "a signed disadvantage yo that character's init check.</p><p></p><p>But that's part of what led my game to adopt a more choice driven init system than a roll one.</p><p></p><p>That principle is why I do not get hung up like some on guidance supported checks - they are moves by the players and choices by the players (especially risky when the enemies are afoot) to make choices that influence the dice result not just rolling dice. Every time they see that d4 make the difference, they see cooperation and planning rewarded directly and I like it when the mechanics show that to be the case for me.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7510875, member: 6919838"] We have very different groups. In my game, I had to answer "can I take disadvantage voluntarily" and it was on initiative rolls. My ruling was that the character not wanting to go first did in fact constitute "• An element of the plan or description of an action makes success less likely" and so I "a signed disadvantage yo that character's init check. But that's part of what led my game to adopt a more choice driven init system than a roll one. That principle is why I do not get hung up like some on guidance supported checks - they are moves by the players and choices by the players (especially risky when the enemies are afoot) to make choices that influence the dice result not just rolling dice. Every time they see that d4 make the difference, they see cooperation and planning rewarded directly and I like it when the mechanics show that to be the case for me. [/QUOTE]
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