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Anyway i think it's fine i failed loads of rolls with it, honesty it would be a pain in the ass without it. I'm not really a fan of roll checks in dialogues cos you can't adapt to a failed roll like you can in DNd.. BuT at least they added a few more after fail choices since EA start.
Not sure if it even works in combat or if it's worth it. maybe you get better Initiative and hide that's about it? But the way i was failing at Initiative the past times i played and still crush fights i got a feeling that Initiative is just not that important...
It'll sometimes make up the difference if your roll is just short of success, but nah, the d20 always has the biggest sway
Both true but exclusively using a weak offhand adds substantially more difficulty than eschewing a free d4 on checks
It's just a nice thing to make the cleric and druid helpful support classes outside of combat, not really above cantrip tier
My arcane trickster takes full advantage of Friends... and I use Guidance whenever possible.
Imagine in a DnD session, while you're having a conversation with an NPC, your cleric friend walks over and touches you while chanting a 6 second long incantation. That should certainly make that NPC suspicious, I think.
Then again prebuffing before every conversation get really tedious. So i think this should be a gameplay element separated from the story.
You'll note after you're done with such a conversation, guidance does not remain on the character that used it for conversation.
It's a useful cantrip, to be sure, but hardly the end all be all of useful cantrips. It only makes a 'big' difference if you roll lucky with it OR if you're also stacking a bunch of other stuff on top of it.