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[Guidance] What, +1d4 to every check ever?
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<blockquote data-quote="Mistwell" data-source="post: 6362754" data-attributes="member: 2525"><p>That's been my experience as well. Generally I find if the game involves a lot of skill checks, it's been impossible for the Cleric to really alter the outcome with this spell as multiple characters are making skill checks in the same round. If everyone is climbing a wall to escape a horde of demon dogs, the Cleric can't even take the time to cast it once, because they need to get their butt over the wall themselves much less spend the time to help everyone else over with a one-spell-per-turn mechanic. And if they are engaging in diplomacy, they can really one cast it once before the first check, because casting a spell in front of whoever they are trying to influence doesn't go over so well. </p><p></p><p>Really the overwhelming majority of the time when the party can actually use Guidance for the entire skill check(s) involved in a challenge, I as the DM <strong>WANT </strong>them to get that skill check nailed down. If they are trying to recall information, or pick a lock, or make an arcane check - it's almost always a check to move the plot along...which is a good thing. </p><p></p><p>I am trying to figure out when someone has found this spell really harmed their game in actual practice. Maybe I missed it in this thread, but I don't recall anyone saying it did.</p></blockquote><p></p>
[QUOTE="Mistwell, post: 6362754, member: 2525"] That's been my experience as well. Generally I find if the game involves a lot of skill checks, it's been impossible for the Cleric to really alter the outcome with this spell as multiple characters are making skill checks in the same round. If everyone is climbing a wall to escape a horde of demon dogs, the Cleric can't even take the time to cast it once, because they need to get their butt over the wall themselves much less spend the time to help everyone else over with a one-spell-per-turn mechanic. And if they are engaging in diplomacy, they can really one cast it once before the first check, because casting a spell in front of whoever they are trying to influence doesn't go over so well. Really the overwhelming majority of the time when the party can actually use Guidance for the entire skill check(s) involved in a challenge, I as the DM [B]WANT [/B]them to get that skill check nailed down. If they are trying to recall information, or pick a lock, or make an arcane check - it's almost always a check to move the plot along...which is a good thing. I am trying to figure out when someone has found this spell really harmed their game in actual practice. Maybe I missed it in this thread, but I don't recall anyone saying it did. [/QUOTE]
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[Guidance] What, +1d4 to every check ever?
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