How often would you say it's appropriate to use the Guidance Cantrip?

Gavin O.

First Post
Guidance is a cantrip available to Druids and Clerics that gives a single target +1d4 to the next skill check they make. The issue here is that since it's a cantrip, as long as you're not in combat, where using an action to cast this matters, there's no reason not to use it for EVERY single skill check your party ever makes, except that it will slow the game down and (in my experience) make the DM hate you. On the other hand, the cantrip is in the game, it's a good cantrip, and taking it and not using it defeats the purpose. So where would you say the line is? How often do you say it's appropriate to use Guidance? Do you think it's okay to use it for every check, and if not, what limitations would you put in place?
 

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I don't put any limit. But it tends to only get used in our games for highly important checks, or highly unimportant ones. In other words, if you are trying something with almost no risk of failure, and it's just going to take 5 tries to get it right, they might use it just to speed things up. And then if it's really important to get it right on the first try, they will use it. The checks in between? Not so much.
 

*Shrug* It's a cantrip. Cantrips are usable "at will."

I don't think there is any way to justify an "appropriate amount" of cantrip usage.
 

I do not see it used too much at my table and at the convention I was at a few weeks ago. My cleric used it once to give the thief 1d4 when we were looking for the 3rd trap/secret door in a row. Generally I only see it used once every few sessions when something comes up. Normal checks or group checks I never see it.
 

In my game, the way I do it is this:

1: Is this a "surprised" skill check? Does the cleric know that she's going to have to do a skill check in advance?

2: Closely related to #1, is there a lack of time to cast the spell? You may know it's coming but simply not have the time

3: Would it be socially awkward? It's not nice to try to convince someone to do something (diplomacy check) or try to see if they are lying (insight check) and start spell-casting in the middle of a conversation.

If there is time, awareness, and no social issues, then yeah, you can use guidance. Just declare it and roll the d4 at the same time as the d20. It's one of the best cantrips in the game.
 

I could see a situation where you could use it for Insight.

Interrogating a prisoner.

"Where is the secret rebel base?"

"Dantooine. They're on Dantooine."

[casts Guidance and makes insight check]

"My magic shows me you are lying, where are they really?" (NB you still say this even if the skill roll fails, the prisoner doesn't know what you rolled).
 

Guidance is a cantrip available to Druids and Clerics that gives a single target +1d4 to the next skill check they make. The issue here is that since it's a cantrip, as long as you're not in combat, where using an action to cast this matters, there's no reason not to use it for EVERY single skill check your party ever makes, except that it will slow the game down and (in my experience) make the DM hate you. On the other hand, the cantrip is in the game, it's a good cantrip, and taking it and not using it defeats the purpose. So where would you say the line is? How often do you say it's appropriate to use Guidance? Do you think it's okay to use it for every check, and if not, what limitations would you put in place?

Everyone has an obligation to the goals of play, that is, making choices that are fun for everyone and that contribute to an exciting, memorable story. So like any other choice, how often a character casts guidance has to be made with those goals of play in mind. Every table will be different in this regard, so one has to be aware of one's fellow players and DM's preferences to be sure.

For games in which I've played, it doesn't get used a lot. Typically only when it makes the most sense and when the stakes are high on the task resolution in question. I imagine that's because the casters are aware of the aforementioned goals of play.
 

The only limiter is the opportunity to cast it. The thief is trying to disarm a trap? My cleric gives them a pat on the shoulder and asks for divine guidance to help them succeed (and then backs up 30 feet because the gods are fickle). My cleric is trying to break a grapple? The athletics check and guidance cantrip both require an action so he can't guidance his own athletics check.

Whether running or playing, one of my core beliefs is that a main reason people play D&D is for the opportunity to be awesome. They pick a race and class in order to be awesome in a particular way. Let them be awesome. The cool thing about Guidance is that it is a buff, like Bardic Inspiration, that one player can give to another player to help them succeed. When players are helping each other be more awesome, everyone walks away from the session feeling good and whether you are a DM or player you want to encourage that.
 

In my game, the way I do it is this:

1: Is this a "surprised" skill check? Does the cleric know that she's going to have to do a skill check in advance?

2: Closely related to #1, is there a lack of time to cast the spell? You may know it's coming but simply not have the time

3: Would it be socially awkward? It's not nice to try to convince someone to do something (diplomacy check) or try to see if they are lying (insight check) and start spell-casting in the middle of a conversation.

If there is time, awareness, and no social issues, then yeah, you can use guidance. Just declare it and roll the d4 at the same time as the d20. It's one of the best cantrips in the game.
Very well put. This is how I tend to think of it as well, though I never put it in such precise terms.
 

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