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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Skills: Aid Another
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<blockquote data-quote="Li Shenron" data-source="post: 1063496" data-attributes="member: 1465"><p>Guys, thanks for your attention! But... I think we are confounding the Aid Another use of a skill with generally helping someone use a skill with external support <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>What I mean is: if you cup your hands to help a friend reach a higher height with a jump, are you jumping yourself? Then why should you make a Jump check to give him a bonus? It could be a Strength check, or maybe even a Balance check not to make him fall, but you are not jumping.</p><p>Pulling up the rope while the friend is climbing is a good help, but I think that it should not be a Climb check, because you are not climbing yourself! It should be just a Strength check, although I could see that a high rank in Climb could provide a synergy bonus on the Str check, since knowing well how to climb a rope can provide you some knowledge in how to help as well.</p><p></p><p>The example of Sleight of Hand should be handled with a Bluff check to distract, while the other uses the skill to pickpocket. Note that the two things are so different that it makes sense that one uses Cha and the other Dex.</p><p></p><p>The problem I have with Bluff and Perform (and eventually it could also happen with Diplomacy and Intimidate, although I think it it slightly less likely, for some reasons...) it's that Aid Another is simply +2 or nothing. Instead, as an example, I don't think that a PC with -4 mod in Charisma who rolls a 1 in an attempt to Aid Another on a Perform check makes the performance the same <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> On the other hand, there MUST be a possiblility for someone with high ranks in Perform to improve someone else's performance as a group. It seems to me that the Aid Another rule doesn't cover both...</p><p></p><p>--------------------------------------------------------------------------------</p><p>It is possibly my personal view of Knowledge, but I think they should not be treated as any other skill; I treat KN as something the character has achieved beforehand, and a KN check is not an attempt to "remember" but just a % chance that he knows something already. Most of the people on this board disagree with me, and I am quite fine with it: but in my opinion, it shouldn't be allowed to either Take 10 or Take 20, simply because you can't retry a KN check*. But let's keep this a separate discussion <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Only if you use KN checks to search information for example in a library you should be allowed to Aid Another.</p><p></p><p>*I know that the books say Take 10 has nothing to do with retries, BUT you take 10 when you are in comfort, which means that if you were NOT in comfort, you had to roll. You can't retry a KN check by the rules: so if the check was to "remember", and you tried to remember something in the middle of a battle, and failed, then you can't retry even once the battle is over and you are by your cottage fireplace. Hadn't you tried to remember before, now you would have taken 10 and you would have known the thing <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1063496, member: 1465"] Guys, thanks for your attention! But... I think we are confounding the Aid Another use of a skill with generally helping someone use a skill with external support :) What I mean is: if you cup your hands to help a friend reach a higher height with a jump, are you jumping yourself? Then why should you make a Jump check to give him a bonus? It could be a Strength check, or maybe even a Balance check not to make him fall, but you are not jumping. Pulling up the rope while the friend is climbing is a good help, but I think that it should not be a Climb check, because you are not climbing yourself! It should be just a Strength check, although I could see that a high rank in Climb could provide a synergy bonus on the Str check, since knowing well how to climb a rope can provide you some knowledge in how to help as well. The example of Sleight of Hand should be handled with a Bluff check to distract, while the other uses the skill to pickpocket. Note that the two things are so different that it makes sense that one uses Cha and the other Dex. The problem I have with Bluff and Perform (and eventually it could also happen with Diplomacy and Intimidate, although I think it it slightly less likely, for some reasons...) it's that Aid Another is simply +2 or nothing. Instead, as an example, I don't think that a PC with -4 mod in Charisma who rolls a 1 in an attempt to Aid Another on a Perform check makes the performance the same :) On the other hand, there MUST be a possiblility for someone with high ranks in Perform to improve someone else's performance as a group. It seems to me that the Aid Another rule doesn't cover both... -------------------------------------------------------------------------------- It is possibly my personal view of Knowledge, but I think they should not be treated as any other skill; I treat KN as something the character has achieved beforehand, and a KN check is not an attempt to "remember" but just a % chance that he knows something already. Most of the people on this board disagree with me, and I am quite fine with it: but in my opinion, it shouldn't be allowed to either Take 10 or Take 20, simply because you can't retry a KN check*. But let's keep this a separate discussion :) Only if you use KN checks to search information for example in a library you should be allowed to Aid Another. *I know that the books say Take 10 has nothing to do with retries, BUT you take 10 when you are in comfort, which means that if you were NOT in comfort, you had to roll. You can't retry a KN check by the rules: so if the check was to "remember", and you tried to remember something in the middle of a battle, and failed, then you can't retry even once the battle is over and you are by your cottage fireplace. Hadn't you tried to remember before, now you would have taken 10 and you would have known the thing :rolleyes: [/QUOTE]
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