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D&D (2024) Sharp shooter/Great Weapon Mastery

I guess, here is the question

The party is exploring an old ruin, with traps and such. No monsters, no combat. It is a pure skill crawl and exploration. Is it really a problem if they can cast Guidance any time they fail to try and succeed?

Guidance, Bardic inspiration, and the Help action (which notably was also nerfed) are the only things you can do to aid another person in a skill check. It is the only participation some people have with the adventure in question, so are we running into a problem to allow them to do it? And if we are, is the solution "nerf it until it isn't a problem" or is the solution to try and make other options for them to utilize?

My counter question: does that mechanic result in any interesting/difficult decision-making? I believe hard decisions are the essence of game design.

And, by the way, I feel the same way about the Help action.
 

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Guidance is tricky. In 5e it's both a bit to powerful for a cantrip, and the constant guidance spam can be annoying. But the 1D&D version where you have to keep track of who it's been used on is too fiddly for such a minor benefit, and also doesn't fit with the idea of cantrips being spells you know innately and can use often.

If only D&D had an existing mechanic to limit how often certain spells can be cast...
 

I'd rather see Guidance be along the lines of "You cast Guidance on the target. For the duration of the spell (let's say 8 hours), they have a +1d4 to all ability checks for one ability of the caster's choice."

So you give the scout a bonus to Dex or Wisdom checks all day, you give the grappler a bonus to Strength, you give the wizard with knowledge skills a bonus to Int, etc. And then the user of Guidance doesn't have to worry about the action economy aspect of it ever again, which is the annoying part at the table. Also make it a minute casting time so it doesn't get changed around all the time, especially in a combat or pressure situation. Maybe make it so the recipient can't gain the benefit again for 24 hours.
 

Guidance is tricky. In 5e it's both a bit to powerful for a cantrip, and the constant guidance spam can be annoying. But the 1D&D version where you have to keep track of who it's been used on is too fiddly for such a minor benefit, and also doesn't fit with the idea of cantrips being spells you know innately and can use often.

If only D&D had an existing mechanic to limit how often certain spells can be cast...

Agree with all of this. The thing is, it’s too weak to be a first level spell. Maybe it should just go away.
 

I'd rather see Guidance be along the lines of "You cast Guidance on the target. For the duration of the spell (let's say 8 hours), they have a +1d4 to all ability checks for one ability of the caster's choice."

So you give the scout a bonus to Dex or Wisdom checks all day, you give the grappler a bonus to Strength, you give the wizard with knowledge skills a bonus to Int, etc. And then the user of Guidance doesn't have to worry about the action economy aspect of it ever again, which is the annoying part at the table. Also make it a minute casting time so it doesn't get changed around all the time, especially in a combat or pressure situation. Maybe make it so the recipient can't gain the benefit again for 24 hours.
Yeah this could work.
 

Yeah this could work.
I don't mind the numerical boost, I mind the awkward dialogue like

"You think you hear something in the woods. Make a Perception check."
"I cast guidance!"
"You cast a spell to see if you noticed something?"
 

I don't mind the numerical boost, I mind the awkward dialogue like

"You think you hear something in the woods. Make a Perception check."
"I cast guidance!"
"You cast a spell to see if you noticed something?"

"No, I cast a spell on somebody else to see if he notices something."

Yeah, that's also a problem. Your solution would alleviate that.
 

Guidance is tricky. In 5e it's both a bit to powerful for a cantrip, and the constant guidance spam can be annoying. But the 1D&D version where you have to keep track of who it's been used on is too fiddly for such a minor benefit, and also doesn't fit with the idea of cantrips being spells you know innately and can use often.

If only D&D had an existing mechanic to limit how often certain spells can be cast...

Probably just making a reaction is good enough. So at least you don't have to spam it beforehand, but need to cast the spell in the instant you need it.
Then of course it could be more tricky using it while haggling or bluffing or sneaking and so on.
Also maybe disallow the use on oneself and if you really want to limit it, make it:
once you turn a failure in a success, you can't cast the spell for a minute (a breather, as I call it).
 

once you turn a failure in a success, you can't cast the spell for a minute (a breather, as I call it).

Or until rolling initiative.

EDIT: And for those who think the definition of a cantrip is that you can cast it as often as you want:

"After using this spell to turn a failure into a success, the spell will subtract 1d4 from ability checks when used, until you next roll initiative."

There. Fixed. Cast away!
 

Or until rolling initiative.

EDIT: And for those who think the definition of a cantrip is that you can cast it as often as you want:

"After using this spell to turn a failure into a success, the spell will subtract 1d4 from ability checks when used, until you next roll initiative."

There. Fixed. Cast away!

Much rather have it do nothing until recharge. otherwise, in a skill contest heavy game, the spell is still overly good (an a bit cheesy).

I think I prefer the caster can only cast this spell (for benefit) proficiency times per day.

Or heck, just make it a cleric ability (proficiency times per day) instead of a cantrip tax.
 

Into the Woods

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