D&D General Curbing Guidance after all these years


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#3 - cast guidance on a character before they move stealthily across a a dangerous area? Sure! go for it, as long as its only one round of movement. (see #1)

Another very good point... perhaps a quick passing behind a guard's back or past an open door is short enough, but scouting stealthily will most likely take longer than one minute.
 



This article makes some good points about Guidance:


Here's the takeaway in case the article goes down at some point:

Let’s create a little checklist on when you can and can’t benefit from casting guidance.

  1. Foresight. Can the caster discern, in the game world, that their or their ally’s skills are about to be tested? (With at least 6 seconds to spare!).
  2. Task Duration. Is the target able to complete the task they are being guided in within 1 minute?
  3. Situation. Is it socially acceptable to cast a spell right now?
  4. Range. Can the caster touch the target?
  5. Concentration. Is the caster still able to concentrate on the spell for the duration of the guided task?
If the situation meets all those requirements, go ahead and let your player cast guidance. If not, explain why it doesn’t work!
 

This article makes some good points about Guidance:


Here's the takeaway in case the article goes down at some point:
It’s the classic problem though, it expects the dm to constantly make those assessments. Because players are always going to ask “can I use guidance?”

And it’s the dm that has to say no over and over and over again.
 

It’s the classic problem though, it expects the dm to constantly make those assessments. Because players are always going to ask “can I use guidance?”

And it’s the dm that has to say no over and over and over again.
No ruleset is immaturity-proof. But if the DM sticks to a logical set of criteria, the player should eventually learn when guidance is going to fly and when it's not. If they don't, then you have bigger problems and should consider not playing with that person, or at least not allowing them to play clerics.
 

This article makes some good points about Guidance:


Here's the takeaway in case the article goes down at some point:
I would argue that if I have to consider all of those conditions in order to make sure the spell is properly balanced to begin with, the spell is OP.
 


That doesn't make sense to me, but okay.
I’m just saying, that’s a lot to have to consider for a cantrip in order to balance it, and it required a whole blog post to argue it rather than be self-evident on the page. I prefer simple solutions. I’d probably make it a first level spell that can only be cast a finite number of times, not a cantrip.
 

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