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The help action is not broken, but Working together is

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WhosDaDungeonMaster

Guest
The most common uses I've had so far in my game for Working Together is Arcana checks on items that might be magical and Perception/Investigation checks for finding secret "stuff". I do insist players have proficiency in a skill to Work Together, like many people, and so far it has worked fine for everything we've used it for. I hard see it as being broken, but that is just my game.
 

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doctorbadwolf

Heretic of The Seventh Circle
No, characters are usually powerful enough, and DCs low enough that in most cases it's better to simply skip the roll and say "you succeed" in these cases.

Even at early levels the "point man" of the party - the character volunteering for the skill check - will have at least a 75% chance of making a DC 10 check (persuading the city guard, finding the blood trail, identifying what weapon killed the princess or whatever) and probably a 75% chance of making a DC 15 check too (considering proficiency, bless, inspire dice and so on).

Advantage just makes a travesty of skill checks in 5E. They are already too easy (for the skilled character, and a party will always select a skilled character for their skill tests).

Even a DC 20 test becomes way too simple for the party rogue if just any street bum can give him or her advantage.

The only solution is to ban "working together". If the party really wants advantage, I'm sure they can cast a spell or something. There is zero need for the game to basically give you advantage whenever you feel like it.

I think this is a "your table" problem, not a "the game" problem. "They players will always choose the skilled character for a skill check" just isn't true. Characters will try stuff. Sometimes it will be stuff they aren't that good at, but in character would try anyway. Most groups aren't optimized, and aren't trying to "solve" dnd like a puzzle.

But more than that, your OP post claim that "The other alternative, constructing challenges so that every character always has something worthwhile to do is an example of making the DM do work to cover up deficiencies in the rules" is, IMO, entirely spurious. There isn't a deficiency in the rules at play here, there is just two or more different ways that folks like to run the game. Using skill challenges in 5e, or something similar, is a great way to add fun for groups that like that style of complexity. For groups that don't, it would be a waste of time. In neither case does it cover for a deficiency in the rules.

Getting rid of working together wouldn't solve anything at my table, and judging by the other responses to your post, it wouldn't solve anything at a lot of other tables.
 

Unless the second person is so inept they make it harder.

heh, yeah. But then, I guess, it's not really a 'Help' action or Working together. A Complicate action?

I agree that having proficiency in the skill is a good measure as whether you can help someone else in a task. In 3.5e, the helping character had to make a dc 10 check to 'aid another'. You had to be proficient in the skill and, if you succeeded, the person doing the check recieved a +2.

That said, the player might think of a different skill that could be used to help.

Let's say a person wants to take watch and wants to hide somewhere. They might look for a good place to hide.

I think what happens a lot is players say, "I wanna use 'Work Together' action to give the guy on watch advantage to his stealth." It's important that the DM ask the player: "HOW do you help his stealth?"

Instead, a player should say, "I want to help him hide. I'm going to find branches and leaves and build a blind for him to sit in while he's taking watch."

This could be using Survival to help stealth. What players forget is the story behind the mechanic which, IMO is the most important factor of judging advantage.

Same thing with combat 'help' action. The whole point of the help action is to get rid of miscellaneous bonuses which pigeon-hole them towards specific actions(+2 for flank; +4 for prone; etc...) and, instead, let the players tell a story. Instead they can do whatever comes to their imagination: "I run in and shove the guy from behind." or "I dive to the ground, do a somersault, grabbing some sand, flip up and throw it in his eyes; I jump up on the bar with my rapier in hand and kick over a barrel of ale, making the floor slippery."

All these cinematic actions give advantage.
 

Shiroiken

Legend
I mean, in my workplace, we have folks working together, and generally, stuff gets done well. Sure, there's an issue every now and again, but those are the exception, rather than a really regular occurrence.
Obviously you don't work in a bureaucracy. Where I work, if a meeting/task force has more than 3-4 people involved, it will either get less productive work done or take longer than it should have. When we have a division meeting of 75+, I expect over half my day to be wasted on nothing :yawn:
 

doctorbadwolf

Heretic of The Seventh Circle
This seems a tad extreme. I would not consider someone who is not proficient in the required skill(s) able to "meaningfully contribute" as required for working together. Thus, no advantage. Conversely, if two people are proficient in a skill and are working together, they should get advantage on the check I would think. It seems fine to me. Am I missing something (I haven't look a the working together guidelines in a long time)?
I'd say that there are many times where a non proficient person can easily help, because helping someone with a task doesn't necessarily mean doing the same thing they're doing. For instance, when my sailor character is navigating a river in a small craft that normally requires two people, my wife's unskilled goliath ranger used her Athletics to help me, negating the disadvantage I'd have had from piloting a two person boat solo. Another time, we had a small crew on a vessel, my wife was scouting ahead of us for obstacles, and my superior knowledge of the river let me help her in her Perception checks, which in turn gave the the oarsmen and pilot avoid dangers and get us there quickly and safely on the swift moving springtime river.

Other times, providing physical leverage, performing feats of strength, playing music, getting a bar crowd singing a loud song, various knowledge skills, even cooking a filling but light meal to provide day-long energy without sluggishness, and all kinds of other things, have allowed teamwork to provide Advantage, or negate Disadvantage, out of combat. Some stuff just can't be done without teamwork, as well.

I don't think it necessary to be proficient in the same skill being used, is the point.

I don’t get why you would ban advantage from cooperation. If I need to change a tire, it’s a hell of a lot easier and faster with a second person.

When someone wants to help another character in an out of combat task, I ask them what skill they will use. If it’s appropriate, then they get advantage. It’s obviously easier to move a stone if two people are pushing it, so if the secondary character says, ‘I use athletics to help’, then obviously it will help.

It’s harder to help someone pick a lock though and you aren’t likely to get advantage. But if a secondary character says, ‘I know lots about locks’ and they have proficiency in thieves tools, I might allow advantage with the justification that he’s giving advice. Maybe they make a simple investigation check to study the lock.

The point is it has to make sense.

Saying, “the familiar stands on my head and does a funny dance” will not garner you advantage. (Only the bard can do that). :)

I'd add to this that it is often better to simply ask, "What are you doing to help?". Because sometimes what will meaningfully contribute isn't covered by a specific skill.

It's an interesting topic and thank you for raising it.

I thought it might be helpful for the text of the rule to be in the thread:

"Sometimes two or more characters team up to attempt a task. The character who's leading the effort--or the one with the highest ability modifier--can make an ability check with advantage, reflecting the help provided by the other characters. In combat, this requires the Help action. A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves' tools, so a character who lacks that proficiency can't help another character in that task. Moreover, a character can help only when two or more individuals working together would actually be productive. Some tasks, such as threading a needle, are no easier with help."

So the limits are:
1) helper must have been able to attempt it alone
2) can only help if working together would actually be productive (must be clearly easier with help).

It seems the second limit is the tricky one. Is it clearly easier to persuade someone when two people are trying rather than one? That depends - did the second person roll a 1 on their persuasion, indicating they probably did worse much worse than the average persuasion check?

IMO 1 is a bad rule, though in the right spirit. I don't need someone to be able to enchant weapons to help me make a magic sword, I just need them to be able to help me make the process more efficient and make up for my shortcomings, like my gnome's lowish (12) strength and size (4ft), and lack of swordsmithing experience. He can do the alchemy of preparing the additives to the steel, prepare the tools to carve the runes into the still hot fuller and do the carving, and channel the magical energies, but it is going to take a lot longer and be harder if he has to rely on magic to shape the physical weapon, and so a sword smith, and a strong person with good timing and ability to follow directions (smith's apprentice or another party member) can reasonably help him, as can anyone who can grind herbs and other ingredients, following detailed instructions, boils liquids, etc, someone who knows their dyes, etc. The more I can delegate to competent people within their competency, the easier my task is.

Of course, in this example, we're using a houserule that puts ability checks into the magic item crafting process.

Also, we like to use a variant where whenever you help someone with a task, you both roll a d20, and apply the "point" person's modifiers to the higher roll. Just a fun houserule that makes the helper feel more involved.
 

WaterRabbit

Explorer
IMO 1 is a bad rule, though in the right spirit.

and
Of course, in this example, we're using a houserule that puts ability checks into the magic item crafting process.

So it is a bad rule because you created a house rule that would not apply? Why are you even using skill checks for magic item creation?

If you are going to use skill checks it seems like it would take various skill checks mostly to determine progress, not success or failure.
 

doctorbadwolf

Heretic of The Seventh Circle
and


So it is a bad rule because you created a house rule that would not apply? Why are you even using skill checks for magic item creation?

If you are going to use skill checks it seems like it would take various skill checks mostly to determine progress, not success or failure.

The two are unrelated, first of all. It's an example, not the point. It's an example from a recent game. Also, the rules in the DMG for working together on a crafting project are essentially the same as working together on an ability check. The same restrictions and logic apply, regardless of any houserule.

The point is, we were doing something that required that I make ability checks, and several people worked together (shortening time and cost, as well as providing advantage on one check each) even though none of them but my character could have enchanted a magic sword on their own. Each had a competency that was relevant to the task, and applied that in a way that made sense within the narrative.

Second, we use checks because we enjoy the gameplay that results from it.

Lastly, trying to prescribe to other people how they should run their game, especially in the tone you've taken here, is crappy behavior.
 


dave2008

Legend
IMO 1 is a bad rule, though in the right spirit. .

I don't think it is a bad rule, in general I think is quite good (better than the simpler approach I've been using anyway). It doesn't cover all cases, but seems to cover must of them that would actually warrant gaining advantage. 5e assumes the DM can adjudicate corner cases, though I guess they could have explained that part more. The point of the restriction is so that you can't simply gain advantage on every check.
 

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