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5e and casting spells at melee range.

Started by danskmacabre, September 10, 2014, 06:52:50 AM

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Marleycat

Quote from: Skyrock;786633There is also the 1 minute limitation. Guidance is useless for long-term actions like performance or information gathering.

In adventure situations (i.e. dungeon crawls), due to the concentration it has to compete with all other long term buff spells like Blessing or Mage Armor that give more mileage in actually critical situations.

I expect as soon as long term buffs come online Guidance will remain nice for the right skill use in the right situation, but nothing worth to sacrifice already running major buffs for.

Mage Armor is about the only buff that doesn't require concentration.
Don\'t mess with cats we kill wizards in one blow.;)

Opaopajr

Quote from: jadrax;787779Giving that Jumping more than your move is a Strength (Athletics) check [p. 177], I am assuming that Running more than your move would be the same.

Yes, I use STR checks to get up to speed, and CON checks to sustain, just like 2e.
Just make your fuckin\' guy and roll the dice, you pricks. Focus on what\'s interesting, not what gives you the biggest randomly generated virtual penis.  -- J Arcane
 
You know, people keep comparing non-TSR D&D to deck-building in Magic: the Gathering. But maybe it\'s more like Katamari Damacy. You keep sticking shit on your characters until they are big enough to be a star.
-- talysman