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[Guidance] What, +1d4 to every check ever?
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<blockquote data-quote="Li Shenron" data-source="post: 6362397" data-attributes="member: 1465"><p>It feels different. </p><p></p><p><em>Help</em> (or "Working together") grants <em>advantage</em>. It depends on the situation, but often this means that the secondary character is giving up her chance of trying at the task, so in a sense this means instead of two characters rolling a d20 each, you get one character rolling two d20. There can be some subtle differences (e.g. in case there are hazards, i.e. critical failures if you miss the DC by 5 or more).</p><p></p><p>In combat, it's a non-issue, but then <em>Guidance</em> also isn't an issue in combat since the Cleric is spending her action this turn, so the cost makes it fair.</p><p></p><p>There are situations where Help can be "spammable", e.g. if you let two players Help each other. Let's say 2 characters are climbing together, and you let the first grant advantage to the second, and also viceversa.</p><p></p><p>I really think this kind of situations needs the DM to step in and make some sensible decision... they are part of the more general topic of dealing with group skill checks and with possible unlimited retries (if you allow unlimited retries on a task, Help is a moot point).</p><p></p><p><em>Guidance</em> is more tricky because its so plain and simple that you can hardly say NO to a player using it. You can say "if you cast it now, they will hear you and it will spoil your stealth" or "if you cast it in the middle of a conversation, everybody knows you're using magic to support your speaker". But you can't say "the spell doesn't work" if the prior situation allows casting it.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 6362397, member: 1465"] It feels different. [I]Help[/I] (or "Working together") grants [I]advantage[/I]. It depends on the situation, but often this means that the secondary character is giving up her chance of trying at the task, so in a sense this means instead of two characters rolling a d20 each, you get one character rolling two d20. There can be some subtle differences (e.g. in case there are hazards, i.e. critical failures if you miss the DC by 5 or more). In combat, it's a non-issue, but then [I]Guidance[/I] also isn't an issue in combat since the Cleric is spending her action this turn, so the cost makes it fair. There are situations where Help can be "spammable", e.g. if you let two players Help each other. Let's say 2 characters are climbing together, and you let the first grant advantage to the second, and also viceversa. I really think this kind of situations needs the DM to step in and make some sensible decision... they are part of the more general topic of dealing with group skill checks and with possible unlimited retries (if you allow unlimited retries on a task, Help is a moot point). [I]Guidance[/I] is more tricky because its so plain and simple that you can hardly say NO to a player using it. You can say "if you cast it now, they will hear you and it will spoil your stealth" or "if you cast it in the middle of a conversation, everybody knows you're using magic to support your speaker". But you can't say "the spell doesn't work" if the prior situation allows casting it. [/QUOTE]
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[Guidance] What, +1d4 to every check ever?
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