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Spells you house rule?
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<blockquote data-quote="James Gasik" data-source="post: 8626959" data-attributes="member: 6877472"><p>You have to remember that time is an abstract concept in D&D. Characters can react to circumstances in real time. If someone goes to search, I can take the Help action to aid them. If I have inspiration or a helpful d6 from our Bard, I can choose to use it, <strong>even for things I'm not aware of</strong>, such as a spot check to notice an ambush, or a saving throw against a spell I didn't see coming. I can use the much-maligned <em>silvery barbs </em>when a creature I can see succeeds at an ability check, no matter what that check is (for example, I am legally allowed to use it against a creature making a wisdom check to see our sneaking Rogue). </p><p></p><p>This should not be possible in any "sensible" interpretation of events, but because D&D time is an illusion to facilitate everyone getting a distinct turn and not making the proceedings a jumbled mess, this is exactly how the game functions.</p><p></p><p>A character casting <em>guidance</em> to aid another character's ability check is basically like using the Help action. It's a perk of having a Divine caster around. You can always disallow it's use, but I find it's easier (and more fun) to let the players have it.</p><p></p><p>There is, after all, the occasional use where having the Cleric utter a divine blessing might not be a good idea, such as when trying to skulk about...</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8626959, member: 6877472"] You have to remember that time is an abstract concept in D&D. Characters can react to circumstances in real time. If someone goes to search, I can take the Help action to aid them. If I have inspiration or a helpful d6 from our Bard, I can choose to use it, [B]even for things I'm not aware of[/B], such as a spot check to notice an ambush, or a saving throw against a spell I didn't see coming. I can use the much-maligned [I]silvery barbs [/I]when a creature I can see succeeds at an ability check, no matter what that check is (for example, I am legally allowed to use it against a creature making a wisdom check to see our sneaking Rogue). This should not be possible in any "sensible" interpretation of events, but because D&D time is an illusion to facilitate everyone getting a distinct turn and not making the proceedings a jumbled mess, this is exactly how the game functions. A character casting [I]guidance[/I] to aid another character's ability check is basically like using the Help action. It's a perk of having a Divine caster around. You can always disallow it's use, but I find it's easier (and more fun) to let the players have it. There is, after all, the occasional use where having the Cleric utter a divine blessing might not be a good idea, such as when trying to skulk about... [/QUOTE]
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