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Sharp shooter/Great Weapon Mastery
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<blockquote data-quote="Chaosmancer" data-source="post: 8790088" data-attributes="member: 6801228"><p>I mentioned bards because they were the first class I thought of. </p><p></p><p>But, well, in a purely technical sense you would be correct. It is a buff that Rangers can take cantrips. But that buff isn't dependent on them not nerfing Guidance into the ground. </p><p></p><p>This is like saying that if they reduced the Greataxe to a d10 weapon, but allowed wizards to use it, its a buff. Sure, the wizard couldn't use a greataxe before, but the Greataxe still got nerfed. They are two different things.</p><p></p><p></p><p></p><p>And so it can be cast... what? 3 times in a party of four? </p><p></p><p>The problem with this logic is that there is no scenario where you ever use this on more than 10 people. Not only would each person have to be trying on a different six second round (because if they all tried at once, you can only use one reaction) but you'd never have that many NPCs attempting an important skill roll. </p><p></p><p>Additionally, most games don't have multiple people attempting important skill checks. You have the "expert" who handles most of the skills. And since they are handling the most skills, they are also going to be more likely to tell the caster to NOT cast guidance on them, because that skill check "isn't important enough" to warrant their one use of guidance. Because they only can benefit from it once, so it has to be used on an important check. </p><p></p><p>This also removes the ability to use Guidance during fun RP moments, because that would remove it from being used when needed. And of course, "when needed" the check is going to succeed. so they don't get to use it then either.</p><p></p><p></p><p></p><p>I'm flabbergasted you can't see the problems with this. </p><p></p><p>Let's give yet another issue with it. The creature fails the roll by 4. Do you cast Guidance? You have a 75% chance of wasting it, because only a roll of 4 could make the roll a success, but even if the spell doesn't lead to you succeeding, it is still wasted. How often are people going to roll 1's on guidance, wasting their only daily chance to use it? </p><p></p><p>I get spamming it was an issue, I didn't think it was a big issue, and I'd rather it be removed from the game than be made this useless and anemic.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 8790088, member: 6801228"] I mentioned bards because they were the first class I thought of. But, well, in a purely technical sense you would be correct. It is a buff that Rangers can take cantrips. But that buff isn't dependent on them not nerfing Guidance into the ground. This is like saying that if they reduced the Greataxe to a d10 weapon, but allowed wizards to use it, its a buff. Sure, the wizard couldn't use a greataxe before, but the Greataxe still got nerfed. They are two different things. And so it can be cast... what? 3 times in a party of four? The problem with this logic is that there is no scenario where you ever use this on more than 10 people. Not only would each person have to be trying on a different six second round (because if they all tried at once, you can only use one reaction) but you'd never have that many NPCs attempting an important skill roll. Additionally, most games don't have multiple people attempting important skill checks. You have the "expert" who handles most of the skills. And since they are handling the most skills, they are also going to be more likely to tell the caster to NOT cast guidance on them, because that skill check "isn't important enough" to warrant their one use of guidance. Because they only can benefit from it once, so it has to be used on an important check. This also removes the ability to use Guidance during fun RP moments, because that would remove it from being used when needed. And of course, "when needed" the check is going to succeed. so they don't get to use it then either. I'm flabbergasted you can't see the problems with this. Let's give yet another issue with it. The creature fails the roll by 4. Do you cast Guidance? You have a 75% chance of wasting it, because only a roll of 4 could make the roll a success, but even if the spell doesn't lead to you succeeding, it is still wasted. How often are people going to roll 1's on guidance, wasting their only daily chance to use it? I get spamming it was an issue, I didn't think it was a big issue, and I'd rather it be removed from the game than be made this useless and anemic. [/QUOTE]
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