5E [Guidance] What, +1d4 to every check ever?
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  1. #1
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    Gallant (Lvl 3)



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    [Guidance] What, +1d4 to every check ever?

    Okay, Cleric/Druid cantrip, Guidance, gives you +1d4 to use on any ability check, after you've seen the roll. It only stays on you for a minute, but there is no limit to reapplying it.

    So, as long as the Cleric/Druid keeps rubbing one of his mates (or touching himself), anything that doesn't require all of them to roll at once, happens at that average +2.5 bonus.

    Did they really think this through? There's class features like Wild Mage's that do a similar thing, only it costs them actual resources.
    Last edited by Juriel; Thursday, 14th August, 2014 at 10:25 PM.

  2. #2
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    The Great Druid (Lvl 17)



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    Works fine for me.

    Out of combat, it has some good roleplaying behind it.
    "May the gods bless you and aid in your endeavours my child."
    "The spirits will guide your actions."

    In combat, action economy keeps it from being an issue better for the caster to use a cantrip or make an attack than give someone a +1d4.

  3. #3
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    Quote Originally Posted by Juriel View Post
    Okay, Cleric/Druid cantrip, Guidance, gives you +1d4 to use on any ability check, after you've seen the roll. It only stays on you for a minute, but there is no limit to reapplying it.

    So, as long as the Cleric/Druid keeps rubbing one of his mates (or touching himself), anything that doesn't require all of them to roll at once, happens at that average +2.5 bonus.

    Did they really think this through? There's class features like Wild Mage's that do a similar thing, only it costs them actual resources.
    It works well in practice. We've used it for a long time in the playtest, and it's never been an issue.

  4. #4
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    It doesn't apply to attacks, just ability checks (so, presumably including skill checks).

    But yeah, basically, with a cleric in the party, add +2 to all skill checks by one person unless the cleric needs to concentrate on something else.

    Quote Originally Posted by Mistwell
    It works well in practice.
    I swear, this is the frickin' mantra for 5e. Not surprising given all the playtesting that happened: it looks weird in theorycraft, but functions fine at Actual Tables.
    [RIGHT]Jacob J. Driscoll
    [B][I]Astral Plane Campaign[/I][/B]: Take [URL="http://www.dmsguild.com/product/193314/Hereos-of-the-Eternal-Classes-of-the-Astral-Plane"]your heroes[/URL] and [URL="http://www.dmsguild.com/product/190331/People-of-the-Eternal-Races-of-the-Astral-Plane"]your people[/URL] and come to [URL="http://www.dmsguild.com/product/198238/The-Athar-Citadel"][B]The Athar Citadel[/B][/URL], where those who reject the gods learn to wield divine magic!
    [/RIGHT]
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  5. #5
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    Personally, this falls under my general 'at-will' rule, which is 'you can functionally do this as many times as it serves the adventure; not - you can do this 10 times per minute, 600 times per hour, 14400 times per day, etc.'

    I can swing a hammer 'at-will' but that doesn't mean I don't need to give my arm a rest after swinging it a few dozen times.

    Basically, enough that you won't run out under normal usage (a few dozen times) but I'm willing to limit it if a player takes the 'at will' aspect literally.

  6. #6
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    Quote Originally Posted by Paraxis View Post
    Out of combat, it has some good roleplaying behind it.
    "May the gods bless you and aid in your endeavours my child."
    "The spirits will guide your actions."
    I think that kind of suffers inflation when you invoke your god for everything...
    'Good luck for this mule trade haggle'
    'Jump good over this fiendish gap! You too! And you!'
    'My god knows how to scare this street urchin for info!'

    It's just a +2.5 to everything out of combat. Which certainly makes having a divine member along desirable, but it is SO great, that it is better than any other ability you could pick up (for non-combat utility or, hell, with vigorous rubbing for one check at start of combat)... Which means someone should pick up a throw-away cleric/druid level for it, if no-one is playing those already.
    Last edited by Juriel; Thursday, 14th August, 2014 at 10:53 PM.

  7. #7
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    I pointed out the problems with guidance during the playtest. I'm disappointed that it wasn't changed. It really gets old to hear a player say "I cast guidance" a bazillion times each session, prior to almost every single out-of-combat roll that's ever made. I eventually got to the point where I just said "you don't even need to tell me you cast guidance, just add the 1d4." I like at-will cantrips for the most part, but this one is just ridiculous, and is cast at least 10 times as often as any other cantrip is, in my experience.

  8. #8
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    With Cleric/Druid/Tome Warlock/Bard from lv6 onwards/anyone with Magic Initiate feat being able to pick it up, I think it's going to see a LOT of use.

    I don't have a problem with the idea of it, but I dislike it being always applicable AND behind an extra roll.

  9. #9
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    Bless, level 1 Cleric spell, add +1d4 to every d20 roll for the whole encounter. How is this different other than requiring a re-cast every round it is used?

  10. #10
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    Quote Originally Posted by Ashr View Post
    Bless, level 1 Cleric spell, add +1d4 to every d20 roll for the whole encounter. How is this different other than requiring a re-cast every round it is used?
    Bless adds only to attack rolls and saves, and costs resources.
    Combat use isn't the problem.
    It's that outside combat, Guidance adds to ANY ability check, and is limitless.

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