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When is the skill check made?
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<blockquote data-quote="clearstream" data-source="post: 7830961" data-attributes="member: 71699"><p>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 <em>guidance</em> says they use <em>guidance</em>, 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.</p><p></p><p></p><p>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 <em>guidance</em> couldn't be recast repeatedly to span the duration (which, if the check occurs at some point, means that some instance of <em>guidance</em> should be running at that point)?</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7830961, member: 71699"] 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 [I]guidance[/I] says they use [I]guidance[/I], 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. 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 [I]guidance[/I] couldn't be recast repeatedly to span the duration (which, if the check occurs at some point, means that some instance of [I]guidance[/I] should be running at that point)? 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. [/QUOTE]
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When is the skill check made?
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