Want to cast a spell every minute? Knock yourself out. But that's tedious and boring. And since it's concentration, you can't cast any other spell that requires concentration without losing it.
Well said.
Want to cast a spell every minute? Knock yourself out. But that's tedious and boring. And since it's concentration, you can't cast any other spell that requires concentration without losing it.
That's not my point.
Would you stop a human cleric from "spamming" the light cantrip so they can see?
Would you stop a warlock from making eldritch blast their primary attack?
Would you stop a sorcerer or wizard from using ray of frost?
I don't see the issue of Guidance as being different. If the people who play this way enjoy it, what's the harm?
If the problem that people see is with the one spell, then allow (or require) the player to replace that spell with something else, but to do so (if there is to be any reasonable choice for the layer) there have to be more cantrips available.
- (as noted above) It's a concentration effect, so if the cleric is concentrating on this, he's not concentrating on anything else such as watching for that orc sneaking up from behind. At minimum, he will get disadvantage on anything else he does.
The player has a choice each and every time it is cast.
If the player attitude is going to follow a logic where some of the time this is awesome, therefore I should do it all the time -- don't be surprised if the ability ceases to be awesome.
Power-gaming is the same way. If something in the game gets trivialized, the game (DM) tends to move to untrivialize it.
See high stat characters where suddenly everything has max hit points (recent PF game I was in with power-gamed characters).Or suddenly CR+4 is the new norm instead of CR+1.
I like Guidance as written, but it will reshape the way challenges are presented if it becomes assumed.
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That is not what concentration means. Concentration has very clear rules. Disadvantage on checks is not one of them.