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Guidance Cleric cantrip is really dumb
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<blockquote data-quote="ClaytonCross" data-source="post: 7380367" data-attributes="member: 6880599"><p>I don't disagree. I just said making it an aura that is perpetually on does not resolve the OPs concern. My take is to ask/train your players to use it on more key tests. Ask why the wizard waits for the cleric to check for secret doors when he doesn't expect them, a guard waits for the cleric when he should be looking behind them now, while the rogue is trying to disarm a trap that they know is potentially dangerous?</p><p></p><p>Request that players try to spare the guidance on trivial roles like casual searches with not exception of finding anything.</p><p>Give people on watch disadvantage on a force perception check because they are looking to see where the cleric is instead of watching their back.</p><p>Ensure traps are dangerous enough that disarming one is a concern but the spot check to disarm it can give them an Idea of its worth waiting so a simple trap would not warrant guidance every time.</p><p>Make some roles time sensitive so that the cleric has to pick one.</p><p></p><p>This may not resolve the 3 issues entirely but it should make it at least more immersive for the group and bearable for the GM. That said I am sure other GMs could improve this suggestion.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7380367, member: 6880599"] I don't disagree. I just said making it an aura that is perpetually on does not resolve the OPs concern. My take is to ask/train your players to use it on more key tests. Ask why the wizard waits for the cleric to check for secret doors when he doesn't expect them, a guard waits for the cleric when he should be looking behind them now, while the rogue is trying to disarm a trap that they know is potentially dangerous? Request that players try to spare the guidance on trivial roles like casual searches with not exception of finding anything. Give people on watch disadvantage on a force perception check because they are looking to see where the cleric is instead of watching their back. Ensure traps are dangerous enough that disarming one is a concern but the spot check to disarm it can give them an Idea of its worth waiting so a simple trap would not warrant guidance every time. Make some roles time sensitive so that the cleric has to pick one. This may not resolve the 3 issues entirely but it should make it at least more immersive for the group and bearable for the GM. That said I am sure other GMs could improve this suggestion. [/QUOTE]
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Guidance Cleric cantrip is really dumb
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