Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Mitigating players spamming Help, Guidance, Bardic Inspiration, and oh I’ll roll too?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="iserith" data-source="post: 7495879" data-attributes="member: 97077"><p>Nope. Help is for combat; Working Together is for all other situations. Working Together requires that the action described would actually be of help in the unfolding situation and that the person assisting could otherwise perform the action on his or her own. So without an action declaration that the DM actually thinks will help, then no advantage is granted.</p><p></p><p></p><p></p><p>That's a little less egregious in my view since these are resources the players can spend. I would probably ask what those actions looked like and try to get them into the habit of offering more description. With the Guidance spell, as long as there is nothing preventing the rogue from casting it, then it's fair; however, there are situations where it might not be feasible or sometimes risky. For example, in an exploration challenge in which the PCs are trying to sneak, a guidance spells (and its Verbal component) might give them away. In a social interaction challenge, an NPC's attitude might worsen if he or she notices the rogue casting spells.</p><p></p><p></p><p></p><p>Players don't get to decide that they are making ability checks! All they can do is describe what they want to do by offering an approach to a goal. YOU decide if an ability check is called for based on what they offer. They might succeed outright, fail outright, or you may ask for a roll. If someone fails a check and the next player says he or she wants to perform the same approach to the goal as the person who failed, then it's reasonable in some cases my view to just say they also fail, no roll - after all, that approach has already been shown to be ineffective. The player needs to come up with something else to achieve the goal.</p><p></p><p>On ability checks used to resolve the outcome of an attempt to recall lore, I suggest doing it this way: On a success, the character recalls something useful. On a failure, the character recalls something interesting. So, either way, the player is going to get some kind of result other than "You dunno." This tends to take the edge off the desire for others to perform the same action again. As well, a player should in my view offer a justification for being able to recall lore. This might be due to race, background, class, or any number of things that reasonably explain why the character might have been exposed at some point in the past to the desired information. There's no need to be a hardass about it, but this is an opportunity for the player to shoot for auto-success anyway and also helps flesh out the character just a little bit more every time such an attempt is made.</p></blockquote><p></p>
[QUOTE="iserith, post: 7495879, member: 97077"] Nope. Help is for combat; Working Together is for all other situations. Working Together requires that the action described would actually be of help in the unfolding situation and that the person assisting could otherwise perform the action on his or her own. So without an action declaration that the DM actually thinks will help, then no advantage is granted. That's a little less egregious in my view since these are resources the players can spend. I would probably ask what those actions looked like and try to get them into the habit of offering more description. With the Guidance spell, as long as there is nothing preventing the rogue from casting it, then it's fair; however, there are situations where it might not be feasible or sometimes risky. For example, in an exploration challenge in which the PCs are trying to sneak, a guidance spells (and its Verbal component) might give them away. In a social interaction challenge, an NPC's attitude might worsen if he or she notices the rogue casting spells. Players don't get to decide that they are making ability checks! All they can do is describe what they want to do by offering an approach to a goal. YOU decide if an ability check is called for based on what they offer. They might succeed outright, fail outright, or you may ask for a roll. If someone fails a check and the next player says he or she wants to perform the same approach to the goal as the person who failed, then it's reasonable in some cases my view to just say they also fail, no roll - after all, that approach has already been shown to be ineffective. The player needs to come up with something else to achieve the goal. On ability checks used to resolve the outcome of an attempt to recall lore, I suggest doing it this way: On a success, the character recalls something useful. On a failure, the character recalls something interesting. So, either way, the player is going to get some kind of result other than "You dunno." This tends to take the edge off the desire for others to perform the same action again. As well, a player should in my view offer a justification for being able to recall lore. This might be due to race, background, class, or any number of things that reasonably explain why the character might have been exposed at some point in the past to the desired information. There's no need to be a hardass about it, but this is an opportunity for the player to shoot for auto-success anyway and also helps flesh out the character just a little bit more every time such an attempt is made. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Mitigating players spamming Help, Guidance, Bardic Inspiration, and oh I’ll roll too?
Top