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Guidance Cleric cantrip is really dumb
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<blockquote data-quote="ClaytonCross" data-source="post: 7380981" data-attributes="member: 6880599"><p>No problem the thread is long, It happens to us all.</p><p></p><p></p><p></p><p>Its not the word the OP used but I quoted the OP in saying he doesn't like the Cleric being required for every check and players waiting form him all the time. Your the one ignoring this because you are only stuck on the verbal "I cast guidance!" so instead you have traded it to "I move so that player X is in range of my guidance aura" Which doesn't help the issue the OP stated. I used the quotes from the OP. Its what he said. If your ignore the OPs statements your not being useful to the OP and why are you here?</p><p></p><p></p><p></p><p></p><p>The issue the OP stated is the Clerics involvement in every check and interrupting players to be a part of everything. There is still a sequence of events out of combat and the Cleric can only be in one place at a time. Waiting for the cleric to perform actions in or out of combat still creates the same problem. Your aura does not fix that.</p><p></p><p></p><p></p><p>There does not have to be initiative to have players taking "turns" and have sequence of events. Player 1 is in room A doing a search, Player 2 is in room B checking a chest for traps...They can't act at the same time and the cleric "guide" them both, so now they narrate waiting and taking turns using the Cleric which is exactly what the OP said he didn't want and I quoted it many times now. </p><p> </p><p></p><p></p><p></p><p>I am not talking about the mechanics of the 1d4 I am talking about the over use of the spell on every action and listing the concerns the OP raised and I did so with quotes of the OP raising the issue. .... </p><p></p><p></p><p></p><p></p><p>He is tired of the Cleric being involved in every test. As I quoted. I just restated that. Obviously if every test was life and death it shouldn't be a problem since that is what the GM is going for. If he expects players to be willing to run checks without every bonus, then some checks are trivial or at lest not so important that the Cleric needs to be involved.</p><p></p><p></p><p></p><p>I am not suck on the mechanical part, I am stuck on the OPs point of breaking immersion by having the Cleric be involved in every character test and action not letting other players "shine" by constantly steeling every other characters action as part of its own and having every character wait for the Cleric. Your stuck on the word "spam" ... its a cantrip and that is the behavior described but the issue is emersion. I am just using spamming to describe the action. You solution on address the verbal component of a 3 part issue sometimes.</p><p></p><p></p><p></p><p></p><p></p><p>4 is total my issue and opinion. But its also evident that that the game designers gave the spell concentration as limitation which you removed. I just explained why I think that makes since. If you disagree with guidance being restricted with concentration because its "out-of-combat" your fighting the balance and design by wizards of the cost not me. I just happened to agree with them.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7380981, member: 6880599"] No problem the thread is long, It happens to us all. Its not the word the OP used but I quoted the OP in saying he doesn't like the Cleric being required for every check and players waiting form him all the time. Your the one ignoring this because you are only stuck on the verbal "I cast guidance!" so instead you have traded it to "I move so that player X is in range of my guidance aura" Which doesn't help the issue the OP stated. I used the quotes from the OP. Its what he said. If your ignore the OPs statements your not being useful to the OP and why are you here? The issue the OP stated is the Clerics involvement in every check and interrupting players to be a part of everything. There is still a sequence of events out of combat and the Cleric can only be in one place at a time. Waiting for the cleric to perform actions in or out of combat still creates the same problem. Your aura does not fix that. There does not have to be initiative to have players taking "turns" and have sequence of events. Player 1 is in room A doing a search, Player 2 is in room B checking a chest for traps...They can't act at the same time and the cleric "guide" them both, so now they narrate waiting and taking turns using the Cleric which is exactly what the OP said he didn't want and I quoted it many times now. I am not talking about the mechanics of the 1d4 I am talking about the over use of the spell on every action and listing the concerns the OP raised and I did so with quotes of the OP raising the issue. .... He is tired of the Cleric being involved in every test. As I quoted. I just restated that. Obviously if every test was life and death it shouldn't be a problem since that is what the GM is going for. If he expects players to be willing to run checks without every bonus, then some checks are trivial or at lest not so important that the Cleric needs to be involved. I am not suck on the mechanical part, I am stuck on the OPs point of breaking immersion by having the Cleric be involved in every character test and action not letting other players "shine" by constantly steeling every other characters action as part of its own and having every character wait for the Cleric. Your stuck on the word "spam" ... its a cantrip and that is the behavior described but the issue is emersion. I am just using spamming to describe the action. You solution on address the verbal component of a 3 part issue sometimes. 4 is total my issue and opinion. But its also evident that that the game designers gave the spell concentration as limitation which you removed. I just explained why I think that makes since. If you disagree with guidance being restricted with concentration because its "out-of-combat" your fighting the balance and design by wizards of the cost not me. I just happened to agree with them. [/QUOTE]
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