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Thomas Markov
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The Problem

The Problem
Guidance Guidance doesn't provide an interesting/meaningful decision point on when to use it (of course, this may not reflect other people's play experience). Other cantrips provide meaningful decision points (Light may give you away to your enemies, cantrips in combat compete for an action with potentially better actions, Shape Water provides an interesting creative decision in its application, etc.). If a player is out of combat and not concentrating on anything, there's no real reason (that I can see) to not use Guidance, or at least pre-cast it before a social or stealth situation. That is the problem I see with it; perhaps others don't see it as a problem, and if that is the case, "if it ain't broke don't fix it" is an acceptable answer.

The Solution

The Solution
Providing Providing a pseudo-limit to the use of Guidance, while increasing the benefit, provides a meaningful decision point of when to use the spell. This essentially makes the cantrip Working Together but up to a minute in advance, or with less required narrative justification.

The Spell

The Spell

GUIDANCE
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid

You touch one willing creature. Once before the spell ends, the target can roll one ability check with advantage. The spell then ends. The target cannot benefit from the effects of Guidance for 1 hour.

The Good

The Good
Since Since there is a limit on the "spammability" of the spell, the decision of when to use Guidance requires more evaluation. This means I, as a player, have to decide whether to use this on the rogue as they sneak ahead into the room, or save it so I can cast it in advance when they have to bluff their way past the guards in the other room. The potentially stronger benefit (advantage vs 1d4) would seek to offset the usage limitation, and still make the cantrip worth a cantrip slot.

The Weak

The Weak This This doesn't stack with Working Together, which is a net loss on many checks. I still think there is utility in situations where Working Together isn't possible (due to the nature of the check or the situation) that may offset this loss though.

My Concerns

My Concerns
My My primary concern is that this would obsolete the cantrip since it doesn't stack with Working Together. I think that this could be offset by allowing attack rolls and saving throws to benefit from the spell, making it a slightly more versatile Assist action (caster doesn't have to be within 5ft of the target like Assist). However, I kept it to just ability checks for starters so that it has minimal changes from the original cantrip.

The Problem
Guidance doesn't provide an interesting/meaningful decision point on when to use it (of course, this may not reflect other people's play experience). Other cantrips provide meaningful decision points (Light may give you away to your enemies, cantrips in combat compete for an action with potentially better actions, Shape Water provides an interesting creative decision in its application, etc.). If a player is out of combat and not concentrating on anything, there's no real reason (that I can see) to not use Guidance, or at least pre-cast it before a social or stealth situation. That is the problem I see with it; perhaps others don't see it as a problem, and if that is the case, "if it ain't broke don't fix it" is an acceptable answer.

The Solution
Providing a pseudo-limit to the use of Guidance, while increasing the benefit, provides a meaningful decision point of when to use the spell. This essentially makes the cantrip Working Together but up to a minute in advance, or with less required narrative justification.

The Spell

GUIDANCE
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid

You touch one willing creature. Once before the spell ends, the target can roll one ability check with advantage. The spell then ends. The target cannot benefit from the effects of Guidance for 1 hour.

The Good
Since there is a limit on the "spammability" of the spell, the decision of when to use Guidance requires more evaluation. This means I, as a player, have to decide whether to use this on the rogue as they sneak ahead into the room, or save it so I can cast it in advance when they have to bluff their way past the guards in the other room. The potentially stronger benefit (advantage vs 1d4) would seek to offset the usage limitation, and still make the cantrip worth a cantrip slot.

The Weak This doesn't stack with Working Together, which is a net loss on many checks. I still think there is utility in situations where Working Together isn't possible (due to the nature of the check or the situation) that may offset this loss though.

My Concerns
My primary concern is that this would obsolete the cantrip since it doesn't stack with Working Together. I think that this could be offset by allowing attack rolls and saving throws to benefit from the spell, making it a slightly more versatile Assist action (caster doesn't have to be within 5ft of the target like Assist). However, I kept it to just ability checks for starters so that it has minimal changes from the original cantrip.

The Problem

Guidance doesn't provide an interesting/meaningful decision point on when to use it (of course, this may not reflect other people's play experience). Other cantrips provide meaningful decision points (Light may give you away to your enemies, cantrips in combat compete for an action with potentially better actions, Shape Water provides an interesting creative decision in its application, etc.). If a player is out of combat and not concentrating on anything, there's no real reason (that I can see) to not use Guidance, or at least pre-cast it before a social or stealth situation. That is the problem I see with it; perhaps others don't see it as a problem, and if that is the case, "if it ain't broke don't fix it" is an acceptable answer.

The Solution

Providing a pseudo-limit to the use of Guidance, while increasing the benefit, provides a meaningful decision point of when to use the spell. This essentially makes the cantrip Working Together but up to a minute in advance, or with less required narrative justification.

The Spell

GUIDANCE
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid

You touch one willing creature. Once before the spell ends, the target can roll one ability check with advantage. The spell then ends. The target cannot benefit from the effects of Guidance for 1 hour.

The Good

Since there is a limit on the "spammability" of the spell, the decision of when to use Guidance requires more evaluation. This means I, as a player, have to decide whether to use this on the rogue as they sneak ahead into the room, or save it so I can cast it in advance when they have to bluff their way past the guards in the other room. The potentially stronger benefit (advantage vs 1d4) would seek to offset the usage limitation, and still make the cantrip worth a cantrip slot.

The Weak

This doesn't stack with Working Together, which is a net loss on many checks. I still think there is utility in situations where Working Together isn't possible (due to the nature of the check or the situation) that may offset this loss though.

My Concerns

My primary concern is that this would obsolete the cantrip since it doesn't stack with Working Together. I think that this could be offset by allowing attack rolls and saving throws to benefit from the spell, making it a slightly more versatile Assist action (caster doesn't have to be within 5ft of the target like Assist). However, I kept it to just ability checks for starters so that it has minimal changes from the original cantrip.

edited tags; remove edit logging
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Someone_Evil
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The Problem
Guidance doesn't provide an interesting/meaningful decision point on when to use it (of course, this may not reflect other people's play experience). Other cantrips provide meaningful decision points (Light may give you away to your enemies, cantrips in combat compete for an action with potentially better actions, Shape Water provides an interesting creative decision in its application, etc.). If a player is out of combat and not concentrating on anything, there's no real reason (that I can see) to not use Guidance, or at least pre-cast it before a social or stealth situation. That is the problem I see with it; perhaps others don't see it as a problem, and if that is the case, "if it ain't broke don't fix it" is an acceptable answer.

The Solution
Providing a pseudo-limit to the use of Guidance, while increasing the benefit, provides a meaningful decision point of when to use the spell. This essentially makes the cantrip Working Together but up to a minute in advance, or with less required narrative justification.

The Spell

GUIDANCE
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid

You touch one willing creature. Once before the spell ends, the target can roll one ability check with advantage. The spell then ends. The target cannot benefit from the effects of Guidance for 1 hour.

The Good
Since there is a limit on the "spammability" of the spell, the decision of when to use Guidance requires more evaluation. This means I, as a player, have to decide whether to use this on the rogue as they sneak ahead into the room, or save it so I can cast it in advance when they have to bluff their way past the guards in the other room. The potentially stronger benefit (advantage vs 1d4) would seek to offset the usage limitation, and still make the cantrip worth a cantrip slot.

The Weak This doesn't stack with Working Together, which is a net loss on many checks. I still think there is utility in situations where Working Together isn't possible (due to the nature of the check or the situation) that may offset this loss though.

My Concerns
My primary concern is that this would obsolete the cantrip since it doesn't stack with Working Together. I think that this could be offset by allowing attack rolls and saving throws to benefit from the spell, making it a slightly more versatile Assist action (caster doesn't have to be within 5ft of the target like Assist). However, I kept it to just ability checks for starters so that it has minimal changes from the original cantrip.

Edit: changed from recharge on short rest to a 1 hour time limit as per @KorvinStarmast's comment. Edited to clarify problem (from my perspective) as per comments as well.

The Problem
Guidance doesn't provide an interesting/meaningful decision point on when to use it (of course, this may not reflect other people's play experience). Other cantrips provide meaningful decision points (Light may give you away to your enemies, cantrips in combat compete for an action with potentially better actions, Shape Water provides an interesting creative decision in its application, etc.). If a player is out of combat and not concentrating on anything, there's no real reason (that I can see) to not use Guidance, or at least pre-cast it before a social or stealth situation. That is the problem I see with it; perhaps others don't see it as a problem, and if that is the case, "if it ain't broke don't fix it" is an acceptable answer.

The Solution
Providing a pseudo-limit to the use of Guidance, while increasing the benefit, provides a meaningful decision point of when to use the spell. This essentially makes the cantrip Working Together but up to a minute in advance, or with less required narrative justification.

The Spell

GUIDANCE
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid

You touch one willing creature. Once before the spell ends, the target can roll one ability check with advantage. The spell then ends. The target cannot benefit from the effects of Guidance for 1 hour.

The Good
Since there is a limit on the "spammability" of the spell, the decision of when to use Guidance requires more evaluation. This means I, as a player, have to decide whether to use this on the rogue as they sneak ahead into the room, or save it so I can cast it in advance when they have to bluff their way past the guards in the other room. The potentially stronger benefit (advantage vs 1d4) would seek to offset the usage limitation, and still make the cantrip worth a cantrip slot.

The Weak This doesn't stack with Working Together, which is a net loss on many checks. I still think there is utility in situations where Working Together isn't possible (due to the nature of the check or the situation) that may offset this loss though.

My Concerns
My primary concern is that this would obsolete the cantrip since it doesn't stack with Working Together. I think that this could be offset by allowing attack rolls and saving throws to benefit from the spell, making it a slightly more versatile Assist action (caster doesn't have to be within 5ft of the target like Assist). However, I kept it to just ability checks for starters so that it has minimal changes from the original cantrip.

Edit: changed from recharge on short rest to a 1 hour time limit as per @KorvinStarmast's comment. Edited to clarify problem (from my perspective) as per comments as well.

The Problem
Guidance doesn't provide an interesting/meaningful decision point on when to use it (of course, this may not reflect other people's play experience). Other cantrips provide meaningful decision points (Light may give you away to your enemies, cantrips in combat compete for an action with potentially better actions, Shape Water provides an interesting creative decision in its application, etc.). If a player is out of combat and not concentrating on anything, there's no real reason (that I can see) to not use Guidance, or at least pre-cast it before a social or stealth situation. That is the problem I see with it; perhaps others don't see it as a problem, and if that is the case, "if it ain't broke don't fix it" is an acceptable answer.

The Solution
Providing a pseudo-limit to the use of Guidance, while increasing the benefit, provides a meaningful decision point of when to use the spell. This essentially makes the cantrip Working Together but up to a minute in advance, or with less required narrative justification.

The Spell

GUIDANCE
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid

You touch one willing creature. Once before the spell ends, the target can roll one ability check with advantage. The spell then ends. The target cannot benefit from the effects of Guidance for 1 hour.

The Good
Since there is a limit on the "spammability" of the spell, the decision of when to use Guidance requires more evaluation. This means I, as a player, have to decide whether to use this on the rogue as they sneak ahead into the room, or save it so I can cast it in advance when they have to bluff their way past the guards in the other room. The potentially stronger benefit (advantage vs 1d4) would seek to offset the usage limitation, and still make the cantrip worth a cantrip slot.

The Weak This doesn't stack with Working Together, which is a net loss on many checks. I still think there is utility in situations where Working Together isn't possible (due to the nature of the check or the situation) that may offset this loss though.

My Concerns
My primary concern is that this would obsolete the cantrip since it doesn't stack with Working Together. I think that this could be offset by allowing attack rolls and saving throws to benefit from the spell, making it a slightly more versatile Assist action (caster doesn't have to be within 5ft of the target like Assist). However, I kept it to just ability checks for starters so that it has minimal changes from the original cantrip.

Post Reopened by Senmurv, Rykara, NotArch, Oblivious Sage, Mars Plastic
added 1211 characters in body
Source Link
ESCE
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The Problem
Guidance doesn't provide an interesting/meaningful decision point on when to use it (of course, this may not reflect other people's play experience). Other cantrips provide meaningful decision points (Light may give you away to your enemies, cantrips in combat compete for an action with potentially better actions, Shape Water provides an interesting creative decision in its application, etc.). If a player is out of combat and not concentrating on anything, there's no real reason (that I can see) to not use Guidance, or at least pre-cast it before a social or stealth situation. That is the problem I see with it; perhaps others don't see it as a problem, and if that is the case, "if it ain't broke don't fix it" is an acceptable answer.

The Solution
Providing a pseudo-limit to the use of Guidance, while increasing the benefit, provides a meaningful decision point of when to use the spell. This essentially makes the cantrip Working Together but up to a minute in advance, or with less required narrative justification.

The Spell

GUIDANCE
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid

You touch one willing creature. Once before the spell ends, the target can roll one ability check with advantage. The spell then ends. The target cannot benefit from the effects of Guidance for 1 hour.

My ConcernsThe Good
IsSince there is a limit on the "spammability" of the spell, the decision of when to use Guidance requires more evaluation. This means I, as a player, have to decide whether to use this too weak? Ison the rogue as they sneak ahead into the room, or save it notso I can cast it in advance when they have to bluff their way past the guards in the other room. The potentially stronger benefit (advantage vs 1d4) would seek to offset the usage limitation, and still make the cantrip worth spending a cantrip slot.

The Weak This doesn't stack with Working Together, which is a net loss on? What about if the spell were expanded many checks. I still think there is utility in situations where Working Together isn't possible (due to include attack rolls and/or saving throws?the nature of the check or the situation) that may offset this loss though.

My Concerns
Alternatively,My primary concern is this too strong? Could this be abused in someway that would make this would obsolete the cantrip better than somethingsince it doesn't stack with Working Together. I think that requiresthis could be offset by allowing attack rolls and saving throws to benefit from the spell, making it a slightly more resourcesversatile Assist action (like a 1st level spell or class abilitycaster doesn't have to be within 5ft of the target like Assist)?. However, I kept it to just ability checks for starters so that it has minimal changes from the original cantrip.

Edit: changed from recharge on short rest to a 1 hour time limit as per @KorvinStarmast's comment. Edited to clarify problem (from my perspective) as per comments as well.

The Problem
Guidance doesn't provide an interesting/meaningful decision point on when to use it (of course, this may not reflect other people's play experience). Other cantrips provide meaningful decision points (Light may give you away to your enemies, cantrips in combat compete for an action with potentially better actions, Shape Water provides an interesting creative decision in its application, etc.).

The Solution
Providing a pseudo-limit to the use of Guidance, while increasing the benefit, provides a meaningful decision point of when to use the spell. This essentially makes the cantrip Working Together but up to a minute in advance, or with less required narrative justification.

The Spell

GUIDANCE
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid

You touch one willing creature. Once before the spell ends, the target can roll one ability check with advantage. The spell then ends. The target cannot benefit from the effects of Guidance for 1 hour.

My Concerns
Is this too weak? Is it not worth spending a cantrip slot on? What about if the spell were expanded to include attack rolls and/or saving throws?
Alternatively, is this too strong? Could this be abused in someway that would make this cantrip better than something that requires more resources (like a 1st level spell or class ability)?

Edit: changed from recharge on short rest to a 1 hour time limit as per @KorvinStarmast's comment. Edited to clarify problem (from my perspective) as per comments as well.

The Problem
Guidance doesn't provide an interesting/meaningful decision point on when to use it (of course, this may not reflect other people's play experience). Other cantrips provide meaningful decision points (Light may give you away to your enemies, cantrips in combat compete for an action with potentially better actions, Shape Water provides an interesting creative decision in its application, etc.). If a player is out of combat and not concentrating on anything, there's no real reason (that I can see) to not use Guidance, or at least pre-cast it before a social or stealth situation. That is the problem I see with it; perhaps others don't see it as a problem, and if that is the case, "if it ain't broke don't fix it" is an acceptable answer.

The Solution
Providing a pseudo-limit to the use of Guidance, while increasing the benefit, provides a meaningful decision point of when to use the spell. This essentially makes the cantrip Working Together but up to a minute in advance, or with less required narrative justification.

The Spell

GUIDANCE
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute
Classes: Cleric, Druid

You touch one willing creature. Once before the spell ends, the target can roll one ability check with advantage. The spell then ends. The target cannot benefit from the effects of Guidance for 1 hour.

The Good
Since there is a limit on the "spammability" of the spell, the decision of when to use Guidance requires more evaluation. This means I, as a player, have to decide whether to use this on the rogue as they sneak ahead into the room, or save it so I can cast it in advance when they have to bluff their way past the guards in the other room. The potentially stronger benefit (advantage vs 1d4) would seek to offset the usage limitation, and still make the cantrip worth a cantrip slot.

The Weak This doesn't stack with Working Together, which is a net loss on many checks. I still think there is utility in situations where Working Together isn't possible (due to the nature of the check or the situation) that may offset this loss though.

My Concerns
My primary concern is that this would obsolete the cantrip since it doesn't stack with Working Together. I think that this could be offset by allowing attack rolls and saving throws to benefit from the spell, making it a slightly more versatile Assist action (caster doesn't have to be within 5ft of the target like Assist). However, I kept it to just ability checks for starters so that it has minimal changes from the original cantrip.

Edit: changed from recharge on short rest to a 1 hour time limit as per @KorvinStarmast's comment. Edited to clarify problem (from my perspective) as per comments as well.

added 473 characters in body
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ESCE
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Post Closed as "Needs details or clarity" by Akixkisu, guildsbounty, NotArch, Thomas Markov, KorvinStarmast
updated formatting
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Thomas Markov
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ESCE
  • 14.6k
  • 2
  • 36
  • 98
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