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#The opportunity cost was in selecting the cantrip itself

The opportunity cost was in selecting the cantrip itself

Casters generally are very limited in their cantrip options (unless you're going for a big multiclass cantrip-focused character) and choosing guidance is it's own cost by not picking other either combat or utility cantrips.

Additionally, the ability check needs to be made within a minute. If the task is longer than that, then I don't think it would be unreasonable to rule that guidance wouldn't be helpful in that situation - but that is up to the DM and table to determine and discuss. The same goes for anything being asked of a character that is not happening visibly where someone with guidance would cast. If it's the same character, I see no issue with them doing it as a means to help them 'remember'.

I don't think guidance is overpowered, and it's doing it's exact role - the same with other cantrips whose cost remains an action to cast (which is also a cost.) And since a player opted to go for utility over combat, you generally should let that shine when it's time to shine. Otherwise, everyone just goes all-in on combat (which can be fine, depending on the table - but beware that you may inadvertently be 'teaching' them that combat is the solution to things.)

Disrupting game flow

##Disrupting game flow II don't see casting spells as disrupting, but as part of whatever is going on. It is similar to the Help action in that another player/character must stop and say that they are helping or giving guidance. It also generally doesn't take very long and empowers the characters.

#The opportunity cost was in selecting the cantrip itself

Casters generally are very limited in their cantrip options (unless you're going for a big multiclass cantrip-focused character) and choosing guidance is it's own cost by not picking other either combat or utility cantrips.

Additionally, the ability check needs to be made within a minute. If the task is longer than that, then I don't think it would be unreasonable to rule that guidance wouldn't be helpful in that situation - but that is up to the DM and table to determine and discuss. The same goes for anything being asked of a character that is not happening visibly where someone with guidance would cast. If it's the same character, I see no issue with them doing it as a means to help them 'remember'.

I don't think guidance is overpowered, and it's doing it's exact role - the same with other cantrips whose cost remains an action to cast (which is also a cost.) And since a player opted to go for utility over combat, you generally should let that shine when it's time to shine. Otherwise, everyone just goes all-in on combat (which can be fine, depending on the table - but beware that you may inadvertently be 'teaching' them that combat is the solution to things.)

##Disrupting game flow I don't see casting spells as disrupting, but as part of whatever is going on. It is similar to the Help action in that another player/character must stop and say that they are helping or giving guidance. It also generally doesn't take very long and empowers the characters.

The opportunity cost was in selecting the cantrip itself

Casters generally are very limited in their cantrip options (unless you're going for a big multiclass cantrip-focused character) and choosing guidance is it's own cost by not picking other either combat or utility cantrips.

Additionally, the ability check needs to be made within a minute. If the task is longer than that, then I don't think it would be unreasonable to rule that guidance wouldn't be helpful in that situation - but that is up to the DM and table to determine and discuss. The same goes for anything being asked of a character that is not happening visibly where someone with guidance would cast. If it's the same character, I see no issue with them doing it as a means to help them 'remember'.

I don't think guidance is overpowered, and it's doing it's exact role - the same with other cantrips whose cost remains an action to cast (which is also a cost.) And since a player opted to go for utility over combat, you generally should let that shine when it's time to shine. Otherwise, everyone just goes all-in on combat (which can be fine, depending on the table - but beware that you may inadvertently be 'teaching' them that combat is the solution to things.)

Disrupting game flow

I don't see casting spells as disrupting, but as part of whatever is going on. It is similar to the Help action in that another player/character must stop and say that they are helping or giving guidance. It also generally doesn't take very long and empowers the characters.

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#The opportunity cost was in selecting the cantrip itself

Casters generally are very limited in their cantrip options (unless you're going for a big multiclass cantrip-focused character) and choosing guidance is it's own cost by not picking other either combat or utility cantrips.

Additionally, the ability check needs to be made within a minute. If the task is longer than that, then I don't think it would be unreasonable to rule that guidance wouldn't be helpful in that situation - but that is up to the DM and table to determine and discuss. The same goes for anything being asked of a character that is not happening visibly where someone with guidance would cast. If it's the same character, I see no issue with them doing it as a means to help them 'remember'.

I don't think guidance is overpowered, and it's doing it's exact role - the same with other cantrips whose cost remains an action to cast (which is also a cost.) And since a player opted to go for utility over combat, you generally should let that shine when it's time to shine. Otherwise, everyone just goes all-in on combat (which can be fine, depending on the table - but beware that you may inadvertently be 'teaching' them that combat is the solution to things.)

##Disrupting game flow I don't see casting spells as disrupting, but as part of whatever is going on. It is similar to the Help action in that another player/character must stop and say that they are helping or giving guidance. It also generally doesn't take very long and empowers the characters.

#The opportunity cost was in selecting the cantrip itself

Casters generally are very limited in their cantrip options (unless you're going for a big multiclass cantrip-focused character) and choosing guidance is it's own cost by not picking other either combat or utility cantrips.

Additionally, the ability check needs to be made within a minute. If the task is longer than that, then I don't think it would be unreasonable to rule that guidance wouldn't be helpful in that situation - but that is up to the DM and table to determine and discuss.

I don't think guidance is overpowered, and it's doing it's exact role - the same with other cantrips whose cost remains an action to cast (which is also a cost.)

##Disrupting game flow I don't see casting spells as disrupting, but as part of whatever is going on. It is similar to the Help action in that another player/character must stop and say that they are helping or giving guidance. It also generally doesn't take very long and empowers the characters.

#The opportunity cost was in selecting the cantrip itself

Casters generally are very limited in their cantrip options (unless you're going for a big multiclass cantrip-focused character) and choosing guidance is it's own cost by not picking other either combat or utility cantrips.

Additionally, the ability check needs to be made within a minute. If the task is longer than that, then I don't think it would be unreasonable to rule that guidance wouldn't be helpful in that situation - but that is up to the DM and table to determine and discuss. The same goes for anything being asked of a character that is not happening visibly where someone with guidance would cast. If it's the same character, I see no issue with them doing it as a means to help them 'remember'.

I don't think guidance is overpowered, and it's doing it's exact role - the same with other cantrips whose cost remains an action to cast (which is also a cost.) And since a player opted to go for utility over combat, you generally should let that shine when it's time to shine. Otherwise, everyone just goes all-in on combat (which can be fine, depending on the table - but beware that you may inadvertently be 'teaching' them that combat is the solution to things.)

##Disrupting game flow I don't see casting spells as disrupting, but as part of whatever is going on. It is similar to the Help action in that another player/character must stop and say that they are helping or giving guidance. It also generally doesn't take very long and empowers the characters.

Source Link
NotArch
  • 125.7k
  • 40
  • 515
  • 809

#The opportunity cost was in selecting the cantrip itself

Casters generally are very limited in their cantrip options (unless you're going for a big multiclass cantrip-focused character) and choosing guidance is it's own cost by not picking other either combat or utility cantrips.

Additionally, the ability check needs to be made within a minute. If the task is longer than that, then I don't think it would be unreasonable to rule that guidance wouldn't be helpful in that situation - but that is up to the DM and table to determine and discuss.

I don't think guidance is overpowered, and it's doing it's exact role - the same with other cantrips whose cost remains an action to cast (which is also a cost.)

##Disrupting game flow I don't see casting spells as disrupting, but as part of whatever is going on. It is similar to the Help action in that another player/character must stop and say that they are helping or giving guidance. It also generally doesn't take very long and empowers the characters.