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General Tabletop Discussion
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How often would you say it's appropriate to use the Guidance Cantrip?
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<blockquote data-quote="Li Shenron" data-source="post: 7357638" data-attributes="member: 1465"><p>These are definitely reasonable limitations. Neither our Cleric nor our Druid have this cantrip, so it's a non-issue for us, but in the past I have usually thought that the main limitation of Guidance is with <em>reactive</em> checks and with <em>group</em> checks. </p><p></p><p>Group checks are the unavoidable limitation. If you have <em>one</em> person who knows the spell, you have <em>one</em> person at a time who can benefit from it. Sure in some cases everyone can queue, for example if they all need to jump a chasm they can of course cast+jump+cast+jump+cast+jump... one character at a time. But when the whole group is moving silently in the dungeon (stealth), or they all navigate the wilderness (survival), or they all climb a mountain (athletics), how exactly can you tell <strong>when</strong> each one is making the check? </p><p></p><p>However, even reactive checks can benefit from <em>Guidance</em> if the spell is cast beforehand. It only lasts one minute, so if a player really wants to exploit the RAW of this cantrip, she could <em>repeatedly</em> cast this cantrip once per minute, dawn to dusk, and it would really cover every possible check, except those during combat rounds. Narratively speaking, this is a truly dorky situation, and I believe that the vast majority of players simply refuse to accept this to become their normal course of action, simply because it narratively sucks. And that's why apparently Guidance isn't much of a problem after all, because the players chose not to exploit it, <em>not</em> because it's good design.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7357638, member: 1465"] These are definitely reasonable limitations. Neither our Cleric nor our Druid have this cantrip, so it's a non-issue for us, but in the past I have usually thought that the main limitation of Guidance is with [I]reactive[/I] checks and with [I]group[/I] checks. Group checks are the unavoidable limitation. If you have [I]one[/I] person who knows the spell, you have [I]one[/I] person at a time who can benefit from it. Sure in some cases everyone can queue, for example if they all need to jump a chasm they can of course cast+jump+cast+jump+cast+jump... one character at a time. But when the whole group is moving silently in the dungeon (stealth), or they all navigate the wilderness (survival), or they all climb a mountain (athletics), how exactly can you tell [B]when[/B] each one is making the check? However, even reactive checks can benefit from [I]Guidance[/I] if the spell is cast beforehand. It only lasts one minute, so if a player really wants to exploit the RAW of this cantrip, she could [I]repeatedly[/I] cast this cantrip once per minute, dawn to dusk, and it would really cover every possible check, except those during combat rounds. Narratively speaking, this is a truly dorky situation, and I believe that the vast majority of players simply refuse to accept this to become their normal course of action, simply because it narratively sucks. And that's why apparently Guidance isn't much of a problem after all, because the players chose not to exploit it, [I]not[/I] because it's good design. [/QUOTE]
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How often would you say it's appropriate to use the Guidance Cantrip?
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