I'm getting really frustrated with the Cleric cantrip Guidance and I'm wondering what your guys thoughts on it are.
For those who don't know Guidance is a Cleric cantrip with a casting time of one action (concentration 1 minute) that works as follows: You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Practically speaking, this means that whenever any member of the party is making any sort of check out of combat the cleric can, and strategically should, cast guidance on them.
The community “solution” seems to be either:
- the DM should basically force there to be none, or minimal, non-time sensitive checks to force the cleric not to waste his action casting guidance or
- Up the DC of checks appropriately
My issue though NOT on the technical aspect. The 1d4/ the DC of the check doesn't bother me. My issue is how the cantrips existence affects the immersion/feel of the game. Now, anytime anytime anyone tries to do anything the cleric pipes up saying, “and I cast guidance!" (to make matters worse [although outside the scope of this post] usually someone else will pipe up saying “and I use the help action!”) Already we now have this annoying pocket cleric who is always involved in everything, even situations that should be another character’s time to shine.
But it gets even worse. Often, the party will be in a (out of combat) situation where several different characters will want to use their skills to do something. The thief wants to try to pick the lock on a chest while the ranger sweeps the room for traps and the wizard starts to translate the strange glyphs on the walls. Instead of everyone going about and doing their thing, everyone has to wait for the cleric to come over and give each of them guidance.
And even when it’s not happening all at the same time we have some ridiculous looking situations. The Bard wants to have a conversation with an NPC and try and convince them of something? Hold on, the cleric’s got to be there! Oh, the Fighter is trying to size up different weapons at the shop? Gotta have the priest with ya. Barbarian having a drinking contest? Make sure the clerics on hand; not for the recovery of course, but for the initial drink.
I’ve been told if it bothers me so much I should just ban it from use in those kind of situations, but I really hate taking away player autonomy and contradicting the PHB. Thoughts?
P.S: All this stuff also applies to the help action, although at least there most DM’s I know (and I do this) require an explanation of how they are helping so it at least makes sense; guidance obviously cannot have the same requirement.
Guidance is an out-of-combat spell. Because in-combat you wouldn't spend an action to add 1d4 to someone's ability check. If you were willing to spend an action for that, you'd spend it instead using the Help action which would given them advantage on the check, which is worth more than 1d4.
So given it's an out-of-combat thing, there is no real time constraint. 6 seconds to mumble a prayer to your deity is pretty meaningless in terms of time. Nor is the 1d4 game-breaking for DCs.
So...why require the player to do anything? Why not just treat it as effectively an aura of helpfulness. If you're in 30' of the cleric then, when out of combat and not in initiative, all PCs get a +1d4 to their ability checks.
Now there is no distraction. And it doesn't harm immersion - the general blessing of the clerics deity is over the party and things just tend to work slightly better when near him.
I find in practice it is actually emersion breaking and disruptive to the game if spammed on every check. While it is not balance breaking even if subliminal spamming it might cause the GM to raise the DCs of things 1-2 which as a result can nullify the spell or even twist the spell into a penalty instead of boon. Rolling a 1 then becomes a loss and every skill test without it becomes effective at a -2 which means if players separate then one team is hurt by it. The solution if convincing players one way or another to focus on what they think is appropriate and targetable instead of spamming everything. AS I listed above there are a few ways to approach this. Then your cleric doesn't have to be evolved in everything, you don't have "I cast guidance" every other sentence in checking out every room, and since the majority of DCs are rolled normally then the GM is more likely to let the spell do its job with out "escalating" to keep the difficulty up. Some GMs don't escalate but the I have never had a GM that wants to have one spell interrupt the game continuously and cause all the other players to huddle and wait for one player at all times.
It's kinda like you didn't read the post you replied to.
Nobody spammed anything, ever, in what I suggested. Nor did the cleric's player ever say anything, ever.
I am fine if you don't like the solution I proposed...but you don't seem to have any comment on what I proposed and just repeated your post again and vaguely tried to relate it to mine as if they were somehow connected?
But it gets even worse. Often, the party will be in a (out of combat) situation where several different characters will want to use their skills to do something. The thief wants to try to pick the lock on a chest while the ranger sweeps the room for traps and the wizard starts to translate the strange glyphs on the walls. Instead of everyone going about and doing their thing, everyone has to wait for the cleric to come over and give each of them guidance.