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<blockquote data-quote="Benjamin Olson" data-source="post: 8844966" data-attributes="member: 6988941"><p>I think Guidance as a reaction (and one that doesn't even break concentration) makes the spell substantially more powerful and less evocative of the ludonarrative they are trying to tell with it. If it comes after the act it feels like it should be renamed "Mercy" or some such. That said I understand in its existing form it was a huge drain on some tables (only ever a minor annoyance at most at some of mine), and I don't think it's game breakingly powerful as reformulated, so I can see the benefits in that decision.</p><p></p><p>I do think the 10 foot range is highly unfortunate, as now we get arguments about previously irrelevant positioning during social and exploration encounters as the new locus for Guidance based slow-downs. It should be 60+ ft if they actually want to streamline play, which would be the justification for changing it to a reaction.</p><p></p><p>I find the "failed" an ability check language unfortunate wording the WotC has become attached to lately. It used to be that the DM did not have to declare explicitly whether there was a failure, success, or some result on a spectrum of failure and success, now I think in trying to get away from the "after you know the roll but before the result" language which I guess was causing trouble at some small minority of tables, they have gone with "after a failure" formulations that if some player wants to rules lawyer them really cramp my own particular DMing style of just sort of saying what happens based on that result and not always being explicit as to whether it was a failure or success. And in the case of Guidance, since it's a cantrip, the "failed" limitation really serves no purpose, as throwing extra d4s on top of successes is not a problem.</p></blockquote><p></p>
[QUOTE="Benjamin Olson, post: 8844966, member: 6988941"] I think Guidance as a reaction (and one that doesn't even break concentration) makes the spell substantially more powerful and less evocative of the ludonarrative they are trying to tell with it. If it comes after the act it feels like it should be renamed "Mercy" or some such. That said I understand in its existing form it was a huge drain on some tables (only ever a minor annoyance at most at some of mine), and I don't think it's game breakingly powerful as reformulated, so I can see the benefits in that decision. I do think the 10 foot range is highly unfortunate, as now we get arguments about previously irrelevant positioning during social and exploration encounters as the new locus for Guidance based slow-downs. It should be 60+ ft if they actually want to streamline play, which would be the justification for changing it to a reaction. I find the "failed" an ability check language unfortunate wording the WotC has become attached to lately. It used to be that the DM did not have to declare explicitly whether there was a failure, success, or some result on a spectrum of failure and success, now I think in trying to get away from the "after you know the roll but before the result" language which I guess was causing trouble at some small minority of tables, they have gone with "after a failure" formulations that if some player wants to rules lawyer them really cramp my own particular DMing style of just sort of saying what happens based on that result and not always being explicit as to whether it was a failure or success. And in the case of Guidance, since it's a cantrip, the "failed" limitation really serves no purpose, as throwing extra d4s on top of successes is not a problem. [/QUOTE]
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