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<blockquote data-quote="Salthorae" data-source="post: 7830176" data-attributes="member: 1095"><p>Most of this is what we do at our table. Casting guidance in social settings always has negative implications. and can certainly initiate combat. This is known by the players and never comes up. They might cast it right <em>before</em> a social encounter to get a boost on the first roll if it makes sense, but not otherwise.</p><p></p><p>The only thing I would expand on is</p><ul> <li data-xf-list-type="ul">You can't cast guidance on long time skill checks at our table. I.e. a survival roll to track something or guide the party. it's just not realistic that you're going to slow down to half or quarter movement every 6 seconds just to cast this on yourself or someone else. You'd go horse before 30 minutes were up.</li> <li data-xf-list-type="ul">You can't cast guidance if you didn't know you needed it. I.e. things that happen and require reactive things but aren't in combat<ul> <li data-xf-list-type="ul">A pit trap that gives an Acrobatics check... you're not in combat, it surprised you, etc.</li> <li data-xf-list-type="ul">You see something walk around the corner and try to identify it reactively with an Arcana or Nature check or something like that.</li> </ul></li> <li data-xf-list-type="ul">We remember a few things:<ul> <li data-xf-list-type="ul">It's a touch spell, so you have to be next to the caster</li> <li data-xf-list-type="ul">It's a concentration spell. So you can't have any other concentration spells up.</li> <li data-xf-list-type="ul">It does take an action to cast as well.</li> <li data-xf-list-type="ul">It's a spell. Spellcasting is loud. Good luck with that <em>guidance</em> Stealth check</li> </ul></li> </ul><p>Otherwise... it's not that big a deal for our games. It doesn't disrupt anything, its not a free resource despite being at will. it's an action, it's concentration, etc.</p></blockquote><p></p>
[QUOTE="Salthorae, post: 7830176, member: 1095"] Most of this is what we do at our table. Casting guidance in social settings always has negative implications. and can certainly initiate combat. This is known by the players and never comes up. They might cast it right [I]before[/I] a social encounter to get a boost on the first roll if it makes sense, but not otherwise. The only thing I would expand on is [LIST] [*]You can't cast guidance on long time skill checks at our table. I.e. a survival roll to track something or guide the party. it's just not realistic that you're going to slow down to half or quarter movement every 6 seconds just to cast this on yourself or someone else. You'd go horse before 30 minutes were up. [*]You can't cast guidance if you didn't know you needed it. I.e. things that happen and require reactive things but aren't in combat [LIST] [*]A pit trap that gives an Acrobatics check... you're not in combat, it surprised you, etc. [*]You see something walk around the corner and try to identify it reactively with an Arcana or Nature check or something like that. [/LIST] [*]We remember a few things: [LIST] [*]It's a touch spell, so you have to be next to the caster [*]It's a concentration spell. So you can't have any other concentration spells up. [*]It does take an action to cast as well. [*]It's a spell. Spellcasting is loud. Good luck with that [I]guidance[/I] Stealth check [/LIST] [/LIST] Otherwise... it's not that big a deal for our games. It doesn't disrupt anything, its not a free resource despite being at will. it's an action, it's concentration, etc. [/QUOTE]
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