Flamestrike
Legend
Or just ban guidance.
Spells fine as long as it isnt gamed.
Or just ban guidance.
And since it will inevitably be gamed...Spells fine as long as it isnt gamed.
And since it will inevitably be gamed...
I did the following houserule for guidance:Or just ban guidance.
Spells fine as long as it isnt gamed.
I've come around to liking this variant, but I will always ask for Warcaster to allow some sort of minimum damage before rolling for concentration.I HR 1's on saves always fail, and 20's always succeed.
Guidance can be gamed? I guess I have never run across this. Mostly it is cast when someone is doing something like searching for traps, listening of activity, trying to pick a lock, climb a wall etc. . . all times where it is clear someone is using a skill. And since the receiver of the spell chooses when to use it within that minute, I just assume they use it at the most opportune time. It is only +1d4, plenty of times the check is still failed. Unless the PCs are in tense situation with distractions and threats, I assume they just cast it / use it at the best moment for themselves within that duration.
Can you give examples of it being "gamed?"
This is how Dungeon World does things, they GM very rarely rolls anything at all. It obviously means you can't fudge the dice if you wanted to, but it does have a certain feel to it that is quite fun.Another growing favorite of mine is making the players make all the rolls. Switch it from DM rolls for the monster to hit to the player rolls to defend. Same with saves. The player rolls to attack instead of the monster rolling to save. I really enjoy that one.
I guess I 'house rule' it by assuming it can only apply once per check. I've never had problem with it.Every time someone goes to make a skill check of any kind the cleric leans over to start drenching the PC in holy water and handing them some literature.