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Drawbacks of a World with BG3 in it
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<blockquote data-quote="humble minion" data-source="post: 9209573" data-attributes="member: 5948"><p>On the upside, my local 'Looking for Group' facebook page is absolutely chock-a-block with first timers saying 'I've never played before but after playing BG3 I want to give an in-person game a try'</p><p></p><p>Honestly, while I won't start DMing my first game in a post-BG3 world til January so i can't speak from first-hand experience, most of these wouldn't bother me too much. Unreliable players have been a feature of TTRPGs since forever, as has been rules confusion. I positively encourage wacky stunts etc, when they go wrong or fail to work it's just as funny as when they do.</p><p></p><p>And I'm less concerned about Guidance overuse than many. There's lots of scenarios in which it's just plain not useful, according to rules as written. Social skills for instance. You might get one roll that benefits from Guidance - but Guidance has both verbal and somatic components and is touch range, so whoever it is you're talking to is going to be fully aware that some sort of spellcasting is happening and will be on their guard and/or a bit creeped out. It's only got a best-case duration of one minute, so casting it on the rogue before he sneaks off to scout is limited too, it'll most likely expire before he gets anywhere useful. Same problem with casting it on a wizard researching in a library or something (never mind that casting a verbal spell once per minute will both be horribly distracting if you're trying to pay attention, and also will probably get you kicked out by the librarian to making too much noise)</p></blockquote><p></p>
[QUOTE="humble minion, post: 9209573, member: 5948"] On the upside, my local 'Looking for Group' facebook page is absolutely chock-a-block with first timers saying 'I've never played before but after playing BG3 I want to give an in-person game a try' Honestly, while I won't start DMing my first game in a post-BG3 world til January so i can't speak from first-hand experience, most of these wouldn't bother me too much. Unreliable players have been a feature of TTRPGs since forever, as has been rules confusion. I positively encourage wacky stunts etc, when they go wrong or fail to work it's just as funny as when they do. And I'm less concerned about Guidance overuse than many. There's lots of scenarios in which it's just plain not useful, according to rules as written. Social skills for instance. You might get one roll that benefits from Guidance - but Guidance has both verbal and somatic components and is touch range, so whoever it is you're talking to is going to be fully aware that some sort of spellcasting is happening and will be on their guard and/or a bit creeped out. It's only got a best-case duration of one minute, so casting it on the rogue before he sneaks off to scout is limited too, it'll most likely expire before he gets anywhere useful. Same problem with casting it on a wizard researching in a library or something (never mind that casting a verbal spell once per minute will both be horribly distracting if you're trying to pay attention, and also will probably get you kicked out by the librarian to making too much noise) [/QUOTE]
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