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.
When I read about Guidance, my thought was, "Why didn't they make it give Advantage instead?" on the basis of KISS.
Not all ability checks are applied to actions that take less than a minute.
If I was gonna add in houserules, this is one of the first I'd do, switching Help to +1d4 Instead of advantage, because my players like that extra die from bless and inspiration, etc.Honestly, Help is more of an issue from a balance perspective, because it renders any other source of advantage moot.
Because it then wouldn't do anything if the character already has Advantage
and / or it renders using tactics and narration to gain Advantage (i.e. engaging in the game) moot
It's late here, but I'm failing to understand this part. If the character has Advantage and Guidance grants Advantage then they don't need Guidance.
Isn't that covered by Inspiration?Lehrbuch said:and / or it renders using tactics and narration to gain Advantage (i.e. engaging in the game) moot
1) Making a stealth check to keep sneaking around, I agree. Making a stealth check to hide really quick, guidance has you covered.
2) Doing a diplomacy check in the middle of a negotiation, agreed. Walking into the room and making the big speech, guidance has you covered.
Bottom line is, in situations where guidance can be used...and that is a very large list, it is proficiency in every skill. Need to recall knowledge on any subject, check. Plan to walk into a shop and haggle with a merchant, check. Need to climb a wall, check. Need to find out which way is north, check. Need to calm a horse down, check. Need to swim across a river, check.
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.