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Guidance Cleric cantrip is really dumb
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<blockquote data-quote="ArtaSoral" data-source="post: 7379002" data-attributes="member: 6861092"><p>I'm getting really frustrated with the Cleric cantrip Guidance and I'm wondering what your guys thoughts on it are.</p><p></p><p>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.</p><p></p><p>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. </p><p></p><p>The community “solution” seems to be either: </p><p></p><ol> <li data-xf-list-type="ol">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</li> <li data-xf-list-type="ol">Up the DC of checks appropriately</li> </ol><p></p><p>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.</p><p> </p><p>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. </p><p> </p><p>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.</p><p> </p><p>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><p>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.</p></blockquote><p></p>
[QUOTE="ArtaSoral, post: 7379002, member: 6861092"] 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: [LIST=1] [*]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 [/LIST] 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. [/QUOTE]
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