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Help Action? Most underrated rule?
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<blockquote data-quote="5ekyu" data-source="post: 7430384" data-attributes="member: 6919838"><p>We have had different outcomes and have not had to nerf it. </p><p></p><p>but for sure there are plenty of caveats.</p><p></p><p>Normally the requirement that in order to help "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."</p><p></p><p>The other issue of course is what DCs the campaign typically uses and how they are determined - consistency etc. </p><p></p><p>But all three of the cases you describe are ones where i can see helping out and working together being potentially helpful **depending on circumstances** and the aptitudes of the individuals.</p><p></p><p>Since, Advantage changes the odds but not the threshold, its to me far from game breaking. it doesn't allow out of combat anything that might not happen anyway, it just lowers the chances of failure at the cost of manpower or time. Two people tracking is one less looking out for trouble. two people climbing make half the rate as one... each climbing one "turn" then helping one "turn." these are all trade-offs that in some circumstances will matter and should matter but in others are just fine. </p><p></p><p>But i myself have no problem with it in my games, noting that from time to time skill checks will require proficiency and so non-proficient wont be able to help. </p><p></p><p>Then again, in my game, you can encounter a DC 25 check (or a DC10) at level 3 or level 15 - depends on what the situation is. i tend to follow the DMG 10-15-20 guidelines backed up by up (down) for additional (lacking) resources, discipline or effort. Help does not seem to break that at all.</p><p></p><p>but all games will be unique.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7430384, member: 6919838"] We have had different outcomes and have not had to nerf it. but for sure there are plenty of caveats. Normally the requirement that in order to help "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." The other issue of course is what DCs the campaign typically uses and how they are determined - consistency etc. But all three of the cases you describe are ones where i can see helping out and working together being potentially helpful **depending on circumstances** and the aptitudes of the individuals. Since, Advantage changes the odds but not the threshold, its to me far from game breaking. it doesn't allow out of combat anything that might not happen anyway, it just lowers the chances of failure at the cost of manpower or time. Two people tracking is one less looking out for trouble. two people climbing make half the rate as one... each climbing one "turn" then helping one "turn." these are all trade-offs that in some circumstances will matter and should matter but in others are just fine. But i myself have no problem with it in my games, noting that from time to time skill checks will require proficiency and so non-proficient wont be able to help. Then again, in my game, you can encounter a DC 25 check (or a DC10) at level 3 or level 15 - depends on what the situation is. i tend to follow the DMG 10-15-20 guidelines backed up by up (down) for additional (lacking) resources, discipline or effort. Help does not seem to break that at all. but all games will be unique. [/QUOTE]
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