In practice the caster can give guidance to their entire party once each encounter, and it stacks with other means of boosting checks other than other spells that serve the same purpose. ![]() ![]() Sticking just to what it can do in PF2, it can apply to almost any d20 roll (besides flat checks I can't think of a check that isn't included in "attack roll, Perception check, saving throw, or skill check") so the caster doesn't need to worry about what a party member is or isn't doing when casting it, just that they are intending on doing something (or up against a foe that calls for saving throws) for there to be a benefit. And I think that comparing it to the 5e version doesn't provide any useful information because the differences in the systems are being glossed over when just looking at the spell and not also how much modifiers are usually added to the rolls and what a typical DC looks like. I think it is as good as it reasonably can be. What's your opinion on guidance? Too good, too bad, just right? But i think Guidance could have easily heightened version that reduce the cooldown to 30 minutes and then 10 minutes respectively without breaking things.Īs it is it falls down in usefulness to the aid reaction where you can get another character up to a +4 bonus! Sure, this costs an action and a reaction, but those with access to guidance are not the most reliant on their reactions. Personally i am fine with the cooldown, at first level. But what of situation where you don't have that 1 hour downtime between important checks (mostly outside of combat). I can see where this is coming from, with 10 minute activities after a fight (mostly to heal up) this can be used probably each other fight. But the last part is the one that irritates me the most. It has even two upsides compared to 5e, it has a longer range and it costs only 1 of 3 actions, instead of your only 1 action. It lasts only 1 round instead of a full minute, and it is a +1 compared to +1d4, and you apply the bonus to the roll before knowing the result. In 2e on the other hand the power of guidance is heavily toned down in most areas. Well except that you need to be able to touch the target and can't concentrate on other spells. Now, 5e Guidance is busted outside of combat, you can give anyone all the time a 1d4 extra to anything they do. The target is then immune to the spell for 1 hour Guidance in 2e: 1 action, 30 feet range, until the start of your next turn, a +1 to a check of your choice. You can roll the 1d4 after knowing what your d20 rolled, thus saving the effect for a future roll within that time. Add 1d4 to an check of your choice within that time. Some corner details Guidance in 5e: 1 action casting time, touch range, concentration up to 1 minute. ![]() Just want to discuss one of the most used cantrips in 5e and its counterpart in 2e.
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