Horwath
Legend
everyone tracks for themselves.That would be a LOT of tracking.
How many guidances did I recieve at 5th level?
1 out of 3? 2 out of 3? it's not that hard.
everyone tracks for themselves.That would be a LOT of tracking.
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.
If this happens, the party effectively has +12.5% chance of success on everything. So all challenges are less challenging; might as well just revise the DC table and remove the spell. Or, if the DM wants to keep the challenge as intended, they can bump all the DCs by 2; once again, might as well just remove the spell as it does nothing except create a lot of extra tabletop chatter and perhaps upset expectations.
On the whole, choices are good in an RPG for they are what make the game a game and makes it interesting and memorable. When +2.5 all day, every day, on (nearly) everything is possible, it reduces both choices and the challenge (including the potentially interesting results of a failure). Putting limits on a cantrip may be somewhat counter to the idea of most other cantrips, so perhaps guidance needs to be folded into something more akin to a leveled spell like Bless for a more limited and choice-based thing. But keeping it as a cantrip as a straight bonus to skill rolls I say it needs limits to work best for the game and gameplay.
One cantrip does not a "support" character make. Guidance is on the divine & primal lists. As a divination cantrip it is being available to:I disagree, difficult decisions are not the essence of game design. If I sit down to play a game I should not have to make "difficult" decisions on whether or not my method of play is effective.
The thing is, Guidance is only useful for people who want to play a support character. I suppose the decision can be difficult if you mean you have two, equally valid choices between playing support or playing damage dealers, that is a difficult decision I can get behind. But once you choose to play support, it should not be another difficult decision on how to effectively achieve that. The support options should be clear, and they should work.
I dislike the change to the Help action, because it doesn't make sense. Two untrained people trying to break down a door is equally effective to one untrained person? Logically that doesn't work. I like it on a case-by-case basis. If you want to help someone figure out what this religious symbol means, you need to be trained, if you want to help keep an eye out for your target in a crowded street, you don't need to be trained.
You can potentially turn a failure into success. You are free to pick any of a number of other cantrips that let you do that.
Yes. Someone constantly shouting 'I cast Guidance' is a waste of gaming time, and nothing about spam-Guidance is interesting gameplay. It makes any session worse if it's used as it makes sense to use, which is all the time.
I would rather we give the players something meaningful to do, something that requires a human behind the wheel. That most RPGs encourage only the one expert in the party doing everything, is a design flaw, but this one cantrip only makes it worse. It is still only the one expert for that skill doing anything, only now, instead of this cantrip-owner maybe thinking of a way to contribute, he will only ever shout 'I cast Guidance' over and over, and we have reduced their potential contribution to anything a bot triggered by hearing 'roll' could do.
All that work, for one cantrip?
I don't get people's obsession why this one cantrip out of a ton of them should be more powerful than a lot of levelled spells. While also stacking with everything. It is a cantrip.
One cantrip does not a "support" character make. Guidance is on the divine & primal lists. As a divination cantrip it is being available to:
- all rangers
- all bards
- one of the three Ardling options (Idyllic)
- anyone who takes the first level magic initiate feat for some other divine or primal cantrip
- Likely all clerics
- Likely all druids
- possibly paladins
- Possibly warrior archetypes that grant divine or primal cantrips