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[Guidance] What, +1d4 to every check ever?
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<blockquote data-quote="Joe Liker" data-source="post: 6362348" data-attributes="member: 6777505"><p>Starting at level 9, when the proficiency bonus is +4, this cantrip is only about half as good as proficiency. By comparison, all bards are half-proficient (at minimum) in every skill starting at level 2, all the time, without having to cast a spell.</p><p></p><p>Plus 1d4 on a skill check is nice, but it's not exactly an auto-success. It's basically the same as a circumstance bonus from previous editions.</p><p></p><p>There seem to be a lot of DMs who think creating and maintaining challenge is their primary role. It is not. The primary role of a DM is to make the game fun. Maintaining challenge is a small part of that. A much bigger, more important part is letting the players use their abilities to their advantage and feel powerful in doing so.</p><p></p><p>In the grand scheme of things, <em>guidance</em> is an easy way to let players feel good about their characters and teamwork, and it does not wreck the game. It improves their chance of success by a blistering 12.5 percent. Big woop. Trust me, your game will be better if you just let them have their fun. People are far more likely to lose interest in a campaign where the DM is overly draconian than if things are a tiny bit on the easy side. It is human nature to like to win, after all.</p></blockquote><p></p>
[QUOTE="Joe Liker, post: 6362348, member: 6777505"] Starting at level 9, when the proficiency bonus is +4, this cantrip is only about half as good as proficiency. By comparison, all bards are half-proficient (at minimum) in every skill starting at level 2, all the time, without having to cast a spell. Plus 1d4 on a skill check is nice, but it's not exactly an auto-success. It's basically the same as a circumstance bonus from previous editions. There seem to be a lot of DMs who think creating and maintaining challenge is their primary role. It is not. The primary role of a DM is to make the game fun. Maintaining challenge is a small part of that. A much bigger, more important part is letting the players use their abilities to their advantage and feel powerful in doing so. In the grand scheme of things, [I]guidance[/I] is an easy way to let players feel good about their characters and teamwork, and it does not wreck the game. It improves their chance of success by a blistering 12.5 percent. Big woop. Trust me, your game will be better if you just let them have their fun. People are far more likely to lose interest in a campaign where the DM is overly draconian than if things are a tiny bit on the easy side. It is human nature to like to win, after all. [/QUOTE]
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[Guidance] What, +1d4 to every check ever?
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