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Mitigating players spamming Help, Guidance, Bardic Inspiration, and oh I’ll roll too?
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<blockquote data-quote="Rya.Reisender" data-source="post: 7495801" data-attributes="member: 6801585"><p>Help - Only works if the help is reasonably explained. Someone not knowing anything about picklocking cannot help picklocking a lock.</p><p>I often allow it, because the DC is often expecting it to be used. For example if we consider a DC10 = Easy as per definition, that would mean an average human would fail an easy task 45% of the time. Also most of the time succeeding is more fun than failing (and I'm personally not a big fan of "Always succeed but with a drawback" - like always succeeding to picklock, but enemies appear on a fail).</p><p></p><p>Guidance - That's a spell bonus that works with everything. It's a cantrip so it doesn't cost any resources other than an action. There are still drawbacks. For example you need to touch the target, so helping during a dangerous jump or when climbing seems rather difficult. Also it requires concentration, so you couldn't just apply it to everyone at once (e.g. if everyone tries to be stealthy or everyone looks around for enemies). You could apply it one-after-the-other in some situations, but it will take more time, which might come with various other drawbacks (enemies appearing, buffs expiring, the hostage being killed, the evil wizard managing to finish his ritual before the PCs arrive, etc.).</p><p>Honestly if there were situations where my player ALWAYS says "I use guidance", I'd eventually just say "Let's just assume that in these cases guidance always applies". But so far that didn't happen. My players only really use it on really important checks and for those I'd actually prefer them to be successful most of the time anyway.</p><p></p><p>Reroll / "I roll too" - I only allow each check to be done once. Once it failed and my players try it again, I won't even ask them to roll again I just say that it failed. Exception is when they have a new approach which is more likely to succeed than the previous one.</p></blockquote><p></p>
[QUOTE="Rya.Reisender, post: 7495801, member: 6801585"] Help - Only works if the help is reasonably explained. Someone not knowing anything about picklocking cannot help picklocking a lock. I often allow it, because the DC is often expecting it to be used. For example if we consider a DC10 = Easy as per definition, that would mean an average human would fail an easy task 45% of the time. Also most of the time succeeding is more fun than failing (and I'm personally not a big fan of "Always succeed but with a drawback" - like always succeeding to picklock, but enemies appear on a fail). Guidance - That's a spell bonus that works with everything. It's a cantrip so it doesn't cost any resources other than an action. There are still drawbacks. For example you need to touch the target, so helping during a dangerous jump or when climbing seems rather difficult. Also it requires concentration, so you couldn't just apply it to everyone at once (e.g. if everyone tries to be stealthy or everyone looks around for enemies). You could apply it one-after-the-other in some situations, but it will take more time, which might come with various other drawbacks (enemies appearing, buffs expiring, the hostage being killed, the evil wizard managing to finish his ritual before the PCs arrive, etc.). Honestly if there were situations where my player ALWAYS says "I use guidance", I'd eventually just say "Let's just assume that in these cases guidance always applies". But so far that didn't happen. My players only really use it on really important checks and for those I'd actually prefer them to be successful most of the time anyway. Reroll / "I roll too" - I only allow each check to be done once. Once it failed and my players try it again, I won't even ask them to roll again I just say that it failed. Exception is when they have a new approach which is more likely to succeed than the previous one. [/QUOTE]
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