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Spells you house rule?
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<blockquote data-quote="James Gasik" data-source="post: 8629154" data-attributes="member: 6877472"><p>I guess that would make a difference for <em>detect magic</em>. </p><p></p><p>I never considered that <em>Guidance</em>, it's very existence, is actually a flaw in the game. I mean, people tell me all the time that (hyperbole) 5e is the greatest RPG that has ever existed because of how popular it is, so nothing about it can be wrong! (/hyperbole).</p><p></p><p>I mean, I thought <em>Bless</em> seemed problematic and weird granting a d4 instead of +1 (after the dev team went on about getting rid of tracking minor bonuses and lauding the amazing advantage/disadvantage rule), but when I finally asked the community about it, the answers I got were "it's not great because concentration" and "the bonus doesn't really matter, because you were probably going to hit anyway".</p><p></p><p>That <em>Guidance </em>is a stickler for me confused me a little bit. Players can already Help each other, after all. And ability check DC's shouldn't really be super high anyways, given that the range of bonuses is typically -1 to +11. Checks in excess of DC 19-20 seem kind of heinous.*</p><p></p><p>*Not going to talk about Expertise here, that's a whole other kettle of fish.</p><p></p><p>But apparently the range of DC's is wider in most games than what I would assume, and that checks with a good chance of failure is the norm, which is where things like everyone Helping each other and Guidance stick out like proud nails.</p><p></p><p>I've heard horror stories about DM's insisting the adventure grinds to a halt while they force the group to climb a steep cliff, eating up game time and risking the adventure grinding to a halt if the Str 10 Wizard rolls a 4 and plummets to his doom (which then leads to gripes when said Wizard starts using magic to bypass the challenge while the Fighter grumbles about making 13 consecutive Strength check), but I figured those were outliers, and in reality, characters are asked to make checks only when it's important.</p><p></p><p>I mean, if you want the players to get to the Tomb of Ankharis across the Desert of Bleached White Bones, you're not going to lock it behind DC 15 Survival checks, right?</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8629154, member: 6877472"] I guess that would make a difference for [I]detect magic[/I]. I never considered that [I]Guidance[/I], it's very existence, is actually a flaw in the game. I mean, people tell me all the time that (hyperbole) 5e is the greatest RPG that has ever existed because of how popular it is, so nothing about it can be wrong! (/hyperbole). I mean, I thought [I]Bless[/I] seemed problematic and weird granting a d4 instead of +1 (after the dev team went on about getting rid of tracking minor bonuses and lauding the amazing advantage/disadvantage rule), but when I finally asked the community about it, the answers I got were "it's not great because concentration" and "the bonus doesn't really matter, because you were probably going to hit anyway". That [I]Guidance [/I]is a stickler for me confused me a little bit. Players can already Help each other, after all. And ability check DC's shouldn't really be super high anyways, given that the range of bonuses is typically -1 to +11. Checks in excess of DC 19-20 seem kind of heinous.* *Not going to talk about Expertise here, that's a whole other kettle of fish. But apparently the range of DC's is wider in most games than what I would assume, and that checks with a good chance of failure is the norm, which is where things like everyone Helping each other and Guidance stick out like proud nails. I've heard horror stories about DM's insisting the adventure grinds to a halt while they force the group to climb a steep cliff, eating up game time and risking the adventure grinding to a halt if the Str 10 Wizard rolls a 4 and plummets to his doom (which then leads to gripes when said Wizard starts using magic to bypass the challenge while the Fighter grumbles about making 13 consecutive Strength check), but I figured those were outliers, and in reality, characters are asked to make checks only when it's important. I mean, if you want the players to get to the Tomb of Ankharis across the Desert of Bleached White Bones, you're not going to lock it behind DC 15 Survival checks, right? [/QUOTE]
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