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I just really dislike being locked out of content in a static game when I've made a purpose-built character just for persuasion checks. I would probably dislike the skill in actual tabletop though, because there the DM can adjust the story to the group's liking even if I fail a speech check or two, and there are usually ways to adapt to failing that just aren't present in a video game.
I suppose it would be fairly broken if you like total randomness in your playthroughs though, so to each their own.
Not a big downside, but I know I've screwed that up before and slapped my forehead at how dumb I just was.
Also in fairness, Resistance is also a pretty universally amazing cantrip. Arguably stronger than Guidance in actual life or death scenarios.
Granted, I haven't played BG3 recently but in both tabletop and Solasta even with the spell available to me, my checks are high enough not to matter.
Only problem with Resistance is that it's a bit harder to use proactively than Guidance and is supplanted almost completely by Bless, but can still be nice at times.
Yes, exactly. I always use Bless instead.
I think concentration is good conceptually, but the problem is that they limited it to only one spell. It's a very binary, either/or system.
Instead, they should have allowed casters to concentrate on up to their spell casting modifier in spells, and concentration checks have a -1 penalty per spell beyond the first. Maybe even have casters make a concentration check every turn (if concentrating on more than one spell) regardless of whether they took damage or not. If you fail a concentration roll, you lose one concentration spell at random.
It's true that it's basically a much weaker partial bless spell, but it doesn't cost a spell slot and once you know what fights do what it's not hard to precast it on yourself.
I do this all the time on the Harpy fight, it's a huge help. Well, you know, at least for my character anyway ^_-
Concentration in BG3 is a bit wonky, too. I suspect it will be changed to be more like tabletop once there are a bunch more spells with persistent effects. Otherwise casters that don't just memorize fireball and magic missile will be pretty heavily nerfed.
Ok, but you're looking at it from exactly opposite the perspective I'm looking at it from.
Friendship is a great spell because it's limited in how you can use it.
You know when Friendship rocks? When you don't care that the target is going to become hostile at the end of the conversation. Use it to pass the guards inside the entrance to teh goblin encampment.
The problem with Guidance is that it's always useful, and this tends to make it mandatory.
But guidance is not mandatory at all. Its just very accessible. Having it helps, but its just a 1d4.
Oh sorry I get what you're saying in this case then I do agree with you, I can't think of the last time I did a run without having guidance on at least one companion that extra 1D4 can really be a life saver on rolls outside of combat.
In D&D, a +4 is +20% to your roll.
It really is only benefitial outside of combat and its meant to be a little bit harder to preemptively cast. The big problem is the quality of life changes in this game that gives it to you on demand. Still not really broken because it is just an average 10% increase at thebcost of concentration.