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D&D Older Editions
Are easy checks....easy? (4e spoliers)
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<blockquote data-quote="Aristeas" data-source="post: 4273633" data-attributes="member: 41008"><p>The Skill Challenge mechanics in the DMG do not seem to allow Aid Another by default. What the skill challenge section says (DMG 74) is that you roll initiative, and then you go through the initiative, with everybody rolling against the listed Easy,Moderate,Hard DCs and stacking up successes or failures. This process is described with the word "must" several times, suggesting that there isn't any time for Aid Another actions.</p><p></p><p>The DMG goes on to note that, "if appropriate", you can use the the "Group Skill Checks" subsystem(DMG 75) to add Aid Another. The example is the entire group climbing a cliff. But in many (most) situations this is not an appropriate model. </p><p></p><p>And most skill challenges already take cooperation into account in their structure. Look at the Lost in the Wilderness example: Three characters make endurance or nature checks that count for the whole group, and any character can make an easy DC perception check to grant another character a +2 on the next check. This would be a pretty stupid option if Aid Another were intended to be available in this situation, since it would generally be much better to make an untrained Nature DC 10 than a trained Perception DC 15+(lvl/2), which is about what an Easy DC is.</p><p></p><p>Most skill challenges also don't seem to be places where you can take 10. Interrogation, maybe, or Discovering Secret Lore. But there's nothing mundane or calm about Urban Chase, Interrogation, or the Combat Encounter with the poison gas. I don't think that's the intended solution here either.</p></blockquote><p></p>
[QUOTE="Aristeas, post: 4273633, member: 41008"] The Skill Challenge mechanics in the DMG do not seem to allow Aid Another by default. What the skill challenge section says (DMG 74) is that you roll initiative, and then you go through the initiative, with everybody rolling against the listed Easy,Moderate,Hard DCs and stacking up successes or failures. This process is described with the word "must" several times, suggesting that there isn't any time for Aid Another actions. The DMG goes on to note that, "if appropriate", you can use the the "Group Skill Checks" subsystem(DMG 75) to add Aid Another. The example is the entire group climbing a cliff. But in many (most) situations this is not an appropriate model. And most skill challenges already take cooperation into account in their structure. Look at the Lost in the Wilderness example: Three characters make endurance or nature checks that count for the whole group, and any character can make an easy DC perception check to grant another character a +2 on the next check. This would be a pretty stupid option if Aid Another were intended to be available in this situation, since it would generally be much better to make an untrained Nature DC 10 than a trained Perception DC 15+(lvl/2), which is about what an Easy DC is. Most skill challenges also don't seem to be places where you can take 10. Interrogation, maybe, or Discovering Secret Lore. But there's nothing mundane or calm about Urban Chase, Interrogation, or the Combat Encounter with the poison gas. I don't think that's the intended solution here either. [/QUOTE]
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Are easy checks....easy? (4e spoliers)
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