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Simplifying Guidance, Inspiration, and the like through orthogonalisation
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<blockquote data-quote="Stalker0" data-source="post: 8080967" data-attributes="member: 5889"><p>For any skill heavy game, Guidance is the most powerful spell in the game. Yep, I said it. My players try to milk it at every opportunity since we started playing 5e. It needs zero buffing, trust me.</p><p></p><p>Personally I have used 2 houserules in my time with guidance. The first one in earlier campaigns, and the second one now.</p><p></p><p>1) Change 1d4 roll to +2</p><p></p><p>Premise here is the spell can be very common and more rolls just slows things down. At a +2, its gets a slight nerf to average but gains consistency, and adding it in is much quicker. I'll note I did the same thing for bless, created way too much dice rolling when a simple +2 was a perfectly fine and good bonus.</p><p></p><p>2) Guidance: Lasts 1 hour (concentration). Affect 6 creatures, who gain +1 to all ability checks.</p><p></p><p>In my latest game, I got tired of having to manage guidance. Guidance, guidance, guidance, there wasn't a roll out there my players didn't try to get in a guidance bonus. I personally have found the spell annoying in play, so I greatly streamlined it.</p><p></p><p>Now, its a straight up +1 bonus that's just there. No muss, no fuss. While its weaker on many checks, its counterbalanced by the fact it now works on all ability checks (no more rules arbitration on whether it works or not).</p><p></p><p>My players still use it all the time, and my headache has been completely removed... I love it.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 8080967, member: 5889"] For any skill heavy game, Guidance is the most powerful spell in the game. Yep, I said it. My players try to milk it at every opportunity since we started playing 5e. It needs zero buffing, trust me. Personally I have used 2 houserules in my time with guidance. The first one in earlier campaigns, and the second one now. 1) Change 1d4 roll to +2 Premise here is the spell can be very common and more rolls just slows things down. At a +2, its gets a slight nerf to average but gains consistency, and adding it in is much quicker. I'll note I did the same thing for bless, created way too much dice rolling when a simple +2 was a perfectly fine and good bonus. 2) Guidance: Lasts 1 hour (concentration). Affect 6 creatures, who gain +1 to all ability checks. In my latest game, I got tired of having to manage guidance. Guidance, guidance, guidance, there wasn't a roll out there my players didn't try to get in a guidance bonus. I personally have found the spell annoying in play, so I greatly streamlined it. Now, its a straight up +1 bonus that's just there. No muss, no fuss. While its weaker on many checks, its counterbalanced by the fact it now works on all ability checks (no more rules arbitration on whether it works or not). My players still use it all the time, and my headache has been completely removed... I love it. [/QUOTE]
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