Aiding anther for a skill check?

Admittedly I'm working under te assumption that the game designers knew what they were doing, and didn't choose to set up a situation that has a monetary cost, a possible downside, and a much higher difficulty than aid another, and then couple it with the near unfailable aid another action that has no cost nor downside.

If you're not using that assumption, feel free to mangle the already fragile skill challenge system by reducing it to one guy repeatedly rolling his highest bonus at +8. I've seen it in play, and it's boring as hell. But if you like that sort of thing, more power to you.

I don't see how raising the DC of aid another to make it no longer automatic - but still easy - in any way reduces skill challenges to one guy repeatedly rolling his bonus at +8. You are raising issues that are irrelevant to the discussion at hand (or at the very least failing to connect the dots in your argument to show relevance).

And your response explicitely fails to do what was requested - show anywhere in the rules where the DC for aid another is otherwise than 10 (as you claimed it was).

Just to be clear: I think we both agree that Aid Another should not always have a DC of 10. The difference is that you think the rules also state this ("Check out the DMG's skill challenges section ... The DC is not always 10,...)" while I maintain that this is 100% house rule. A good house rule, but still a house rule.

Carl
 

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I think that does a very good job of demonstrating why "the above restricts participation or supports non-roll arguments."
Please explain your position (if you can). Quoting myself at me, without further comment, is a) non-explanatory, b) arrogantly snide, c) rather insulting. If you have an actual explanation then please share it.
It is only ever 50% at first level in a skill for which you have no ability bonus. But since your ability to perform all skills goes up automatically at +1/2 per level by the time you reach 10th level you will allways have a minimum of +4 to every single skill (perhaps a bit less if an armor check penalty applies) giving you a 75% chance at worst and making most skills automatic or nearly so versus a DC of 10.
I wasn't talking about DC 10. I was talking about your proposed use of the unerrataed Easy Skill DC table from the DMG. It scales such that you have about the same chance of success at any given level as you do at first level (barring a massive increase in ability score, gaining training, or taking other feats that improve your skill bonus).
On that scale, if you have a 50% chance

I don't see how this happens, unless you have DC that are somehow easier than the Easy DC for that level.
Do you really use the Skill DC by level charts for all of your skill DCs? Really?
Ironically, that is far closer to my suggestion than it is to the RAW. The formula differs slightly, but both have the same goal of scaling the DC according the the challenge rather than using a static DC. More support for my initial assertion "A common house rule is to scale the aid another DC..."

Carl
I said that I like that idea, not that I use it. I actually don't house rule aid another in 4e.

I was just making a suggestion that I'm fond of for the use (or discussion) of the readers of this thread.
 

Just to be clear: I think we both agree that Aid Another should not always have a DC of 10. The difference is that you think the rules also state this ("Check out the DMG's skill challenges section ... The DC is not always 10,...)" while I maintain that this is 100% house rule. A good house rule, but still a house rule.

Carl

If we both agree, then by all means feel free to win the argument you seem intent on continuing, since it's meaningless anyway.
 

Please explain your position (if you can). Quoting myself at me, without further comment, is a) non-explanatory, b) arrogantly snide, c) rather insulting. If you have an actual explanation then please share it.


I thought it was clear, but I'll explain my point. I certainly had no intent to be insulting.



My contention is that if success is likely to be automatic, there is no point in rolling the dice - just tell them that they succeed and that if they cannot succeed regardless of what they roll, there is no point in rolling the dice - just tell them that they cannot aid the other person. (Or, alternately and my preference, use a DC that gives them approximately the same chance of success at all levels).

This began in response to Stalker0's defense of the DC10 despite its becoming automatic at moderately low levels. He defended this DC by saying "if I'm giving up my action to help my buddy, its nice to know its going to do something."

To which I responded: "Why bother with the roll then?"

The point I was attempting to make here is that if you like knowing that you are going to get something for giving up the action and if it is going to be easy at all levels and automatic at most levels, why not make it automatic at all levels and skip the actual role of the dice.

You jumped in with the argument: "Because circumstances can make it possible for a character to fail to provide assistance. ", combined with some additional information about what restrictions you place on when players can aid another. Although I am hesitant to ascribe motivation to others, I suspect that you misunderstood my point and thought I was arguing for Aid Another always being both possible and automatic, regardless of the circumstances. I was not.

I stated: "This doesn't explain "why roll" - it merely places restrictions on who can or cannot aid another. In fact, it may even been seen as providing support for not rolling aid another checks - you determine success or failure based on the circumstances and what the player is trying to do, not random chance."

My point here was that your post did not, imho, give a reason to roll. You were merely defining under what conditions aid another is or is not possible. But you aren't describing anything that would make a roll necessary. If the circumstances make failure likely - then let the circumstances cause a failure. And if the characters do not meet your requirement ("the player describes how the character is participating") you have an automatic failure - again, no reason to roll the dice. And if the circumstances do not make success impossible and the players meet your requirement - nothing has changed the nearly automatic nature of the 10DC.

This was further elaborated in your response which described a laundry list of unlikely circumstances leading to the (questionable, imho) assertion that you would somehow add up to a -32 modifier - which is what would be necessary for the described +30 skill modifier to fail on an 11. Of course, the -32 was hyperbole and your intended point (as I read it) was that modifiers could change the 'nearly automatic' to 'uncertain'. But I don't see that as being likely under most circumstances.

The bottom line, imho - and this may be where we disagree - was that nothing you described seem likely to (except under very very rare circumstances) lead to failure at a DC10. Imposing a couple of -2 modifiers will not change the basic math past around 10th level. And imposing numerous -2 modifiers (enough to change the nearly automatic nature) is probably a bad idea anyway because you are essentially making the challenge too difficult for the party anyway.

(Note: I am making an assumption here. I am assuming that for a given action the modifiers on the roll to aid another are identical to the modifiers on the original action. If you are arbitrarily adding penalties to the aid another action that do not apply to the original action a) that is not generally a good idea imho and b) you are, in essence, raising the DC of the aid another action.)

Bottom Line: By my reading of your argument (and please do correct me here if I am failing to follow you), assuming a reasonable level set of penalties on the action, the aid another action will usually either be impossible or automatic at moderately low levels (and always automatic at high levels).

Which is why I asked: "And when that character has no chance of failure, what is the point of the roll?" (To which you responded "There isn't any") and "And if the circumstances make it impossible for the character to aid the other character, regardless of their modifier, what is the point of the roll? " (To which you also responded "There isn't any.").

I quoted this exchange because, in my mind, the admission that when success is automatic or when the circumstances you described made success impossible, 'there isn't any' point to the roll logically supported my assertion that your arguments "may even been seen as providing support for not rolling aid another checks".

In brief: When I asked "why roll" you responded that the reason to roll was because circumstances can lead to failure. I stated that this could be seen as an argument for not rolling, and I later saw your above response "There isn't any" as providing support that assertion as well.

I hope I have explained my position to your satisfaction and my apologies to the other readers if the length of the post made your eyes start bleeding....

Carl
 
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Moving on..

ValhallaGH said:
Or how this deals with the odd situations of Aid Another becoming more difficult than the primary task, due to different scaling systems.
I don't see how this happens, unless you have DC that are somehow easier than the Easy DC for that level.


Do you really use the Skill DC by level charts for all of your skill DCs? Really?

Yes, and ...yes.

But not all challenges are necessarily of the same level as the PCs.

I assume you are implying that sometimes the DC of a skill might be lower than the Skill DC given on the table for the character's level. If this is your point, yes - you are correct.

But I interpret that to mean that the challenge is particularily easy. So lets say my players are 10th level and they have to perform some skill for which aid another is possible. (The following assumes a single skill check rather than a full challenge - full challenges are discussed nearer the end).

Lets further say that I have decided that this task should be easy for anyone trained in the skill and doable for most characters so I have assigned a DC of 15 (with their automatic +10 trained, +5 untrained plus ability modifiers they will all succeed at least 50% of the time).

But the table gives a DC of 17 for an easy DC at level 10 and one might argue that my aid another DC is now higher than the task DC. But I don't look at it that way. I look at the table and I see that a DC of 17 is a moderate level 4th to 6th encounter (or an easy DC for a 7th to 9th level encounter). So by choosing a DC of 17 for the skill check, I have essentially defined the level of the task as 4th to 6th (or perhaps 7th to 9th), which makes the easy DC - and thus the aid another DC - for that task 13 (or 15).

And within the scope of a skill challenge (where I generally treat all skill checks as being of the same level) no I don't anticipate ever giving a skill check DC a DC that is lower than the Easy DC for the appropriate level. I may give it the easy DC (in which case the aid another DC will be the same, but not higher). Or I may apply a bonus to the skill check to make it effectively easier than the Easy DC - in which case the same bonus will also apply to the aid another roll lower, lowering the effective difficulty of the aid another and maintaining the scaling. Ironically, the RAW, including errata, DOES create a situation where the aid another DC of 10 is higher than the easy DC. This occurs for easy skill checks at all levels up till 9th level by the errata. So the problem you describe - where the aid another DC can be higher than the task itself - is a characteristic of the RAW, even if it's not a characteristic of my approach. (Just to be clear, I consider the errata changes to the table on page 42 to be poorly considered and believe that they overcompensated when simply removing the footnote would have been sufficient. Therefore I use the pre-errata values, without the footnote, not the post-errata values. If I were to use the post errata values I might also use the post-errata Easy DC for the Aid Another DC.).

In other words the Aid another DC would never be higher than the check DC (under my approach), although it can be the same - if the task itself is defined as easy for the group.

Carl
 
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I thought it was clear, but I'll explain my point. I certainly had no intent to be insulting.

...

Bottom Line: By my reading of your argument (and please do correct me here if I am failing to follow you), assuming a reasonable level set of penalties on the action, the aid another action will usually either be impossible or automatic at moderately low levels (and always automatic at high levels).
Ah ha! Before I respond, I would like to thank you for taking the time to construct a very clear and well presented position. It was a refreshing pleasure to read through.

To correct you: I have yet to find my games running into the automatic / impossible barrier you present. Despite playing through the heroic tier, and the early paragon tier, my group(s) have routinely found themselves unable to successfully aid another with a DC 10 skill check. Sometimes this is due to poor die rolling (which happens), other times this is due to penalties from the circumstances (usually these penalties are the same for all parties involved, though a couple of exceptions have arisen), and on really bad days the two reasons combine.

While we have had "impossible to aid" situations arise, they are usually do to such circumstances as being in another room, not being trained in the relevant skill(s), and other things used to either reinforce common sense, demonstrate how specialized the task is, or (I suspect but can't prove this one) prevent the party from automatically solving the problem by combining its efforts. In these cases, no die roll was allowed.

As for "automatic", we've only had that happen twice so far, when someone had taken the lead in a roleplay-based situation and a specialist was nearby and willing to assist. In those cases, no die roll was required of the players assisting.

In my experiences, success, even on aid another, doesn't become automatic until the middle of the paragon tier, excepting a character providing assistance in one of their specialized skills.
In brief: When I asked "why roll" you responded that the reason to roll was because circumstances can lead to failure. I stated that this could be seen as an argument for not rolling, and I later saw your above response "There isn't any" as providing support that assertion as well.
In brief: My response to "why roll" is 'because there is a chance', or if you prefer 'because the outcome is undecided'. It's the same reason I have players roll any dice at all, rather than simply declare their character's actions.
Some people may see that response as snarky, but it's the underlying truth of random-number roleplaying. If there's a chance then there needs to be a determining factor; which can be dice, playing cards, pocket change, spinning bottles, or an angry cat. As long as everyone is agreed to, and comfortable with, the determining method things should go fairly smoothly.

I, too, hope that I have explained my position to your satisfaction. And I look forward to future discussion. :D

David
 

Moving on..

...

Carl
I find your examples interesting and usefully expansive. Thank you for sharing.

To answer your implied question, I do not use the errata skill DCs. They are remarkably low, and often no challenge even if you choose to include the pre-errata DMG footnote. Further, I agree that that footnote is completely unnecessary; the nature of skill progression hasn't changed enough between editions to make DC 25 merely 'hard' for first level characters, especially with no possible way to modify the die roll (though it is possible for trained characters of average ability, unlike the previous edition).

The errata on skills often leave me shaking my head in befuddled wonder.

David
 

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