FrogReaver
The most respectful and polite poster ever
I wonder if it also comes down to players? As I've stated before, mine are crunch-focused and if they have a thing, they will use that thing. So the way I run it is that if a player with guidance says they use guidance, and it is applicable per RAW, then I allow it to be applicable. I have two players with the cantrip, and they are different in their behaviour. One always applies it if permitted, the other applies it to checks they care about on a character level.
I'm pretty crunch focused and I played a cleric with my group and it didn't come up nearly all the time that I imagined it would.
Is there anything in RAW that clearly states when a check occurs in relation to the in-world acts needed to complete a task? And, same question, about whether guidance couldn't be recast repeatedly to span the duration (which, if the check occurs at some point, means that some instance of guidance should be running at that point)?
Raw doesn't say when skill checks occur in relation to the in game task. Guidance can be cast repeatedly. Keep in mind you are the one that calls for the check. My advice is don't shoehorn yourself into any specific - checks occur at beginning or checks occur at ending of tasks - there will inevitably be times you discover that work better one way or the other and you need the freedom to specify how it works for each individual task IMO.
Reflecting on how I run the game, I have inclined toward supposing that a check happens at a single point in time, at the end of the necessary acts. That is because say a task requires acts A, B, C and D. If a character does A, B and C, I would rule that they do not get a check, because they failed to carry out D. For me then, that implies that a check is made at a point in time - at the completion of D.
Let's consider a simple example of a room in a dungeon with a 4 player party. Fighter, Rogue, Cleric Wizard
Let's say the points of interest in the room are a desk in the room with some papers on it and some runes on the wall and no other doors.
In my game,
The rogue goes to investigate the desk. The wizard goes to investigate the runes. The fighter watches the door they came through for danger. The cleric casts guidance on one of them. There's no chance for him to cast guidance on all 3.
In your game,
I imagine it's everyone stands around while the rogue (or wizard) sequentially investigates the runes and then the desk. Guidance gets cast on each action and someone helps each action. Then when enemies come wandering by you give the one closest to the door a perception check but you let the cleric retroactively cast guidance on him.
Conclusion
That's what I think the difference is. What prevents my players from playing like yours? Find a way to make in-game time important or at least have the players feel like it might be important. What prevents your players from playing like mine and still getting guidance on everything? Because they sequentially work through areas having the person with the highest check do something and even if they concurrently instead of sequentially performed checks in a scene - you aren't forcing the checks to be resolved in such a way that guidance can only be cast on one.
I believe that you are allowing your players to sequentially work through tasks in a scene in such a way that each task where applicable can always get both the help action and guidance used on it with absolutely no repercussions for the extra time spent by going through all tasks sequentially.
Last edited: