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Guidance Cleric cantrip is really dumb
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<blockquote data-quote="ClaytonCross" data-source="post: 7379107" data-attributes="member: 6880599"><p>So I have a tome warlock scout with Guidance. I find, I don't cast it all the time on everyone. For example, If the party rogue is going to check a door for traps, I am proficient as well, I cast guidance and provide the help action HOWEVER the fighter watching our back while we do this does not and the wizard investigating the room does not. If I am guarding the back I might cast it on the rogue but I will not provide the help action as I am busy. </p><p></p><p>I would suggest this is a player issue to discuses with the cleric. It doesn't make since for him to cast guidance on EVERYTHING. Cast it on the primary known issue the cleric wants to support but then let the group do there things. 2 reasons for this, First, if the result of casting guidance on everything is that all DCs raise it is not longer useful it just hold back the group and actually lowers the odds because you have to roll well on 2 dice instead of one. Secondly, not only does it trivialize action but trivial actions are also made unreasonably important. If a mage investigates for secrets in every room with no expectation of finding anything why does he wait for the cleric and why does the cleric think its so important to cast this spell? I would bring this up to the players. Why are you waiting for the cleric? Do you have reason to believe there is something here you need to find or area you just killing time and checking for good measure? If you have someone doing something dangerous and someone calmly looking around the room it makes since that the cleric would aid in removing damager which usually means casting guidance on the rogue for checking for and disarming traps on doors/chests which is a common danger or the rear guard watching the back. </p><p></p><p>If players don't head this advice and continue to guidance every test, have patrols stealth in from behind regularly and make the role without guidance because the cleric can only cast it on one at a time since it is concentration. As a result they are forced to consider what is more important, their safety or looking for loot? Also, for conversation checks, if they cast it in the room have guards and staff go on alert when they start casting the verbal and semantic parts of the spell. "Oh your going to charm me are you? Get out of my shop NOW! Guards escort them out our business is done." Subtle spell is a sorcerer ability casting spells is a very noticeable act for any other class or subtle spell would be almost pointless (short being silenced or having your hands tied). Also, make them wait for more than 10 minutes in a guarded area while the shop owner comes out to deal with them. Magic shops or shops with items of real value could be expected to have guards. On the other side, don't always to this so they have a chance to get away with it sometimes. Just make them choose and occasionally make it costly to chose wrongly particularly in cases where using it hurts them by getting them kicked out or possibly imprisoned. Guidance does not make the target like you like charmed or friends and all 3 only work on one person or test so the "other guard" could still arrest you and could still be your the first guards friend.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7379107, member: 6880599"] So I have a tome warlock scout with Guidance. I find, I don't cast it all the time on everyone. For example, If the party rogue is going to check a door for traps, I am proficient as well, I cast guidance and provide the help action HOWEVER the fighter watching our back while we do this does not and the wizard investigating the room does not. If I am guarding the back I might cast it on the rogue but I will not provide the help action as I am busy. I would suggest this is a player issue to discuses with the cleric. It doesn't make since for him to cast guidance on EVERYTHING. Cast it on the primary known issue the cleric wants to support but then let the group do there things. 2 reasons for this, First, if the result of casting guidance on everything is that all DCs raise it is not longer useful it just hold back the group and actually lowers the odds because you have to roll well on 2 dice instead of one. Secondly, not only does it trivialize action but trivial actions are also made unreasonably important. If a mage investigates for secrets in every room with no expectation of finding anything why does he wait for the cleric and why does the cleric think its so important to cast this spell? I would bring this up to the players. Why are you waiting for the cleric? Do you have reason to believe there is something here you need to find or area you just killing time and checking for good measure? If you have someone doing something dangerous and someone calmly looking around the room it makes since that the cleric would aid in removing damager which usually means casting guidance on the rogue for checking for and disarming traps on doors/chests which is a common danger or the rear guard watching the back. If players don't head this advice and continue to guidance every test, have patrols stealth in from behind regularly and make the role without guidance because the cleric can only cast it on one at a time since it is concentration. As a result they are forced to consider what is more important, their safety or looking for loot? Also, for conversation checks, if they cast it in the room have guards and staff go on alert when they start casting the verbal and semantic parts of the spell. "Oh your going to charm me are you? Get out of my shop NOW! Guards escort them out our business is done." Subtle spell is a sorcerer ability casting spells is a very noticeable act for any other class or subtle spell would be almost pointless (short being silenced or having your hands tied). Also, make them wait for more than 10 minutes in a guarded area while the shop owner comes out to deal with them. Magic shops or shops with items of real value could be expected to have guards. On the other side, don't always to this so they have a chance to get away with it sometimes. Just make them choose and occasionally make it costly to chose wrongly particularly in cases where using it hurts them by getting them kicked out or possibly imprisoned. Guidance does not make the target like you like charmed or friends and all 3 only work on one person or test so the "other guard" could still arrest you and could still be your the first guards friend. [/QUOTE]
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