![]() ![]() If the check DC is 25, I can never succeed with advantage. If I have a +4 to my perception, my maximum roll is 24. But, there is one important scenario in which +1d4 is Superior to advantage: the DC exceeds your maximum roll. Alternatively, 1d4 averages to +2.5 no matter the DC. For middle of the road DCs, advantage is roughly equivalent to +5, but for harder DCs, it actually begins to drop off. The numerical difference advantage makes on average varies with the distance between your maximum roll and the DC. However, I kept it to just ability checks for starters so that it has minimal changes from the original cantrip.Īdvantage isn’t better than +1d4, it’s just different. 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). My primary concern is that this would obsolete the cantrip since it doesn't stack with Working Together. 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. ![]() This doesn't stack with Working Together, which is a net loss on many checks. The potentially stronger benefit (advantage vs 1d4) would seek to offset the usage limitation, and still make the cantrip worth a cantrip slot. 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. Since there is a limit on the "spammability" of the spell, the decision of when to use Guidance requires more evaluation. The target cannot benefit from the effects of Guidance for 1 hour. Once before the spell ends, the target can roll one ability check with advantage. This essentially makes the cantrip Working Together but up to a minute in advance, or with less required narrative justification. Providing a pseudo-limit to the use of Guidance, while increasing the benefit, provides a meaningful decision point of when to use the spell. 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. 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. 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.). 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). ![]()
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