Or a skill god. You take guidance to maximize skills.The thing is, Guidance is only useful for people who want to play a support character.
Or a skill god. You take guidance to maximize skills.The thing is, Guidance is only useful for people who want to play a support character.
I disagree, difficult decisions are not the essence of game design. If I sit down to play a game I should not have to make "difficult" decisions on whether or not my method of play is effective.
And you are free to try to use them on reaction to someone's failed roll.Minor Illusion, Mage Hand, Control Flames, Mending. Are those good enough? Each of them can turn a situation that would have been a failure into a success.
If you didn't do anything to deserve it, yeah. There are no decision points or imagination if you just automatically do it. 'I passively add +2.5 to every roll ever' is not an interesting character trait or gameplay feature.So, support play isn't meaningful. Helping your team mates succeed is a pointless endeavor?
If a player's only contribution to the game is pressing one button over and over, that's on them.Again, I look to the champion fighter and the "I attack" thing, and well, I don't like that, but people tell me all the time how that is important to their enjoyment, because they want a simple and effective strategy, not to have to spend twenty minutes devising elaborate plans.
Bless is bustedly good, but it costs slots and concentration, as you well know. It's certainly one of the abilities your support-oriented players might want to pick up, because at least there may be a moment's engagement with 'should I use a slot on this, at this time? but what if I want my concentration on that...' and boom, we are actually making decisions and playing a game.Bless is the same bonus (+1d4) to ALL saves and ALL attacks for THREE people. And attacks and saves are often life or death, while Guidance could be used for a number of things that were far less important.
It's not really a game, in my book, if you're not making trade offs.
And you are free to try to use them on reaction to someone's failed roll.
If you didn't do anything to deserve it, yeah. There are no decision points or imagination if you just automatically do it. 'I passively add +2.5 to every roll ever' is not an interesting character trait or gameplay feature.
If a player's only contribution to the game is pressing one button over and over, that's on them.
Look, I do sort of get where you're coming from. I just don't believe in having an ability that, if optimally used, is detrimental to the overall game experience, just to cater to... someone like that. There are already support roles that are more interesting than being a passive +2.5-bot, so they definitely have options to pick from.
Bless is bustedly good, but it costs slots and concentration, as you well know. It's certainly one of the abilities your support-oriented players might want to pick up, because at least there may be a moment's engagement with 'should I use a slot on this, at this time? but what if I want my concentration on that...' and boom, we are actually making decisions and playing a game.
And isn't it a trade-off to take Guidance instead of something else? Why do I ALSO need to make more trade-offs? Making things more and more difficult to use effectively doesn't always make the game better and better, just more and more restrictive.
People often forget the 1 minute duration on guidance. You see a guard up ahead you want to persuade; cleric throws on a little guidance in the alleyway, bard steps out and does his little talk, gets a bonus.I have a hard time understanding how there aren't fictional consequences for a character spending nearly every second of his waking life casting guidance. And those consequences are typically going to make the decision to cast it or not a more tactical choice in many situations.
Social Skills - casting guidance may be deterimental to the social endeavor especially when done in the NPC's sight.
Stealth - if ally is scouting ahead then just call for the check when it actually matters. If whole group is stealthing then apply disadvantage to the caster for making noise casting the spell. Also, in general the character spamming guidance shouldn't be simultaneously scavenging for food or being alert for signs of danger, etc. In many contexts having the extra independent action may prove more useful.
Leaving aside my views on the archery fighting style, the key difference here for me is that those are happening during combat, where every character is going to acting in differing ways and with differing abilities, and having to make choices based on position, type of enemies, environment, and etc. And if an entire party chooses to be fighters, rangers, and paladins with shields, then there are a myriad of things that they will face that will not be aided by those shields.So, if someone takes dueling fighting style do you increase all monster hit points by +6? If someone takes archery fighting style, do you increase all AC by +2? These are also passive benefits that make all fights less challenging. If the group equips shields, do you increase monster to hits by +2?
The thing it sounds like you are saying here is "It is bad if the party has a way to make it easier to succeed on skill checks." But... why is that the case? Why is support play bad? After all, by choosing to make a character who does support, I'm not choosing to do other things. Why is that cost not good enough, and I also have to be limited and unable to consistently provide support like I can consistently provide utility or consistently provide damage?
But there still are choices. Sure, "do I use this ability I chose to take" isn't a choice, but that doesn't mean that suddenly there are no choices anywhere else. Why don't those count? Why do we need to make it so, effectively, the Help action if you have proficiency is the ONLY way to offer skill support unless you are a Bard?
People often forget the 1 minute duration on guidance. You see a guard up ahead you want to persuade; cleric throws on a little guidance in the alleyway, bard steps out and does his little talk, gets a bonus.
Any kind of climbing, why wouldn't I put guidance on every single party member climbing up the rope?
Swim, same idea. If we all need to cross that body of water, why not throw on a guidance and have each person cross individually?
Sure, there are checks where guidance won't or can't come up. Stealth is a common one, certain checks that happen in combat or our simultaneous. Yet there are MANY MANY MANY checks that are easy to get all guidance all the time on with a little bit of creative play....and yes fictionally its quite silly. So the idea of altering the mechanics so that Dms don't have to add in those little narrative fixes I am all for.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.