Cleric Rote: Guidance
I played a Cleric for the first time a few days ago and found myself casting Guidance (not to be confused with the Cleric’s starting move, Divine Guidance) a LOT. Every time we came to a crossroads my Cleric would pray to his deity Gi-Ohdee (Yes, pronounced as the letters G, O and D run together) for guidance. Our GM – Damian Jankowski – did a fantastic job describing how a form of Gi-Ohdee’s symbol on a sign or mine cart, etc. would point us down the “correct” path. It was great to always be on the “correct” path, but I feel like it short circuited the adventure.
At the end of our session we freed Gi-Ohdee from imprisonment despite rolling SEVERAL bad rolls at the WORST time (the entire party made really good rolls until it REALLY mattered, then we all rolled garbage) and I’ll be getting a level up as soon as we can rest. Fictionally, I think Divine Intervention is a great advanced move for my first level up because Gi-Ohdee will grant it to the Cleric for freeing him. But I also feel like the Guidance spell makes it too easy to find the “optimal path” so I think that having Gi-Ohdee revoke the spell permanently with a “you no longer need my guidance, trust in yourself and your allies to find your way” would not be terrible.
Am I just being stupid in thinking this way? Should I continue to take advantage of it? Has anyone else had similar feelings about Guidance (I DIDN’T until I used it so many times in one session)?