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[Guidance] What, +1d4 to every check ever?
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<blockquote data-quote="KarinsDad" data-source="post: 6361567" data-attributes="member: 2011"><p>I can see a similar issue with Blade Ward, and Resistance.</p><p></p><p>Both of these might see a lot of use immediately prior to combat if the player thinks that his PC is going to get into combat.</p><p></p><p>Granted, the downside of these is that the PC is not stealthy or whatever casting a spell with a verbal component, so they will not work all of the time, but they might still get a lot of use.</p><p></p><p></p><p>As a DM, I would let the players know that there are some ability checks that Guidance might not be well suited for. For example, Guidance has both a verbal and somatic component. NPCs will see PCs casting spells. So, many Charisma checks might be skewed against the PC if the NPC sees PCs casting spells. Ditto for many other checks.</p><p></p><p>If the PCs are off by themselves, sure, then they can pull it off. But NPCs might not appreciate PCs casting spells. And yes, there is always the player who casts the spell "outside" and then goes in to barter with the shopkeeper.</p><p></p><p>That too is easily handled if abused. The shopkeeper is busy with another customer. You'll have to wait your turn. A minute actually goes by fairly quickly when waiting and the concentration is gone.</p><p></p><p></p><p>Concentration spells also prevent other concentration spells from being cast.</p><p></p><p></p><p>So overall, yes, I think these spells will see a lot of use. It's up to the DM to control it. If it gets out of hand, house rule it with a limit of number of times per gaming day.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 6361567, member: 2011"] I can see a similar issue with Blade Ward, and Resistance. Both of these might see a lot of use immediately prior to combat if the player thinks that his PC is going to get into combat. Granted, the downside of these is that the PC is not stealthy or whatever casting a spell with a verbal component, so they will not work all of the time, but they might still get a lot of use. As a DM, I would let the players know that there are some ability checks that Guidance might not be well suited for. For example, Guidance has both a verbal and somatic component. NPCs will see PCs casting spells. So, many Charisma checks might be skewed against the PC if the NPC sees PCs casting spells. Ditto for many other checks. If the PCs are off by themselves, sure, then they can pull it off. But NPCs might not appreciate PCs casting spells. And yes, there is always the player who casts the spell "outside" and then goes in to barter with the shopkeeper. That too is easily handled if abused. The shopkeeper is busy with another customer. You'll have to wait your turn. A minute actually goes by fairly quickly when waiting and the concentration is gone. Concentration spells also prevent other concentration spells from being cast. So overall, yes, I think these spells will see a lot of use. It's up to the DM to control it. If it gets out of hand, house rule it with a limit of number of times per gaming day. [/QUOTE]
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[Guidance] What, +1d4 to every check ever?
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