RAW Help action gives advantage on ability check or attack blah blah blah.
RAW GM can change or overrule anything ad hoc whatever blah blah blah.
Case
Dr. Arcane Wizard goes to research mystery macguffin sigil... Int +5 Lore proficiency +4. Picks up d20 and Smelly of the Beastly Hygiene Barbie says "Me help pointy hat" and so a second D20 is pulled out.
Cut to any number of rogue vs complex lock, bard smooth talking locals into favors or even Smelly forces door and halfling pipes up "i jump in with a spot of the old heave ho."
It feels off, especially if one expands out to other genres like space or tech using DMG options etc.
So i have several different thoughts on a systematic way to make reasonable choices yield reasonable results in this regard
For Help action with tasks for ability checks...not combat.
1 When joint tasks are performed thrpugh Help and advantage, the LOWEST modifer of any involved is used, but with advantage. Bad help can hurt more than help.
Or alternative...
2 Use the best/highest modifier but advantage is only gained if both are proficient or neither are proficient in the relevant check.
Anybody had similar issues come up in game?
Anybody tried these or similar tweaks?
Any specific RAW beyond the basic that is key?
Other ideas?
Any other genre games with similar tweaks for your game?
Etc.
Thanks.
EDIT to add clarity...
When i refer to proficiency above, i am not necessarily talking about the same proficiency, just relevant proficiencies. A halfling might help with a door shove by using carpentry prof to weaken the hinges or a keep support. or as a nod to the firs responder, the barbarian might use some nature skill thingy relevant to spirits maybe, though maybe lore is a pretty broad catch all.
Sent from my VS995 using EN World mobile app
RAW GM can change or overrule anything ad hoc whatever blah blah blah.
Case
Dr. Arcane Wizard goes to research mystery macguffin sigil... Int +5 Lore proficiency +4. Picks up d20 and Smelly of the Beastly Hygiene Barbie says "Me help pointy hat" and so a second D20 is pulled out.
Cut to any number of rogue vs complex lock, bard smooth talking locals into favors or even Smelly forces door and halfling pipes up "i jump in with a spot of the old heave ho."
It feels off, especially if one expands out to other genres like space or tech using DMG options etc.
So i have several different thoughts on a systematic way to make reasonable choices yield reasonable results in this regard
For Help action with tasks for ability checks...not combat.
1 When joint tasks are performed thrpugh Help and advantage, the LOWEST modifer of any involved is used, but with advantage. Bad help can hurt more than help.
Or alternative...
2 Use the best/highest modifier but advantage is only gained if both are proficient or neither are proficient in the relevant check.
Anybody had similar issues come up in game?
Anybody tried these or similar tweaks?
Any specific RAW beyond the basic that is key?
Other ideas?
Any other genre games with similar tweaks for your game?
Etc.
Thanks.
EDIT to add clarity...
When i refer to proficiency above, i am not necessarily talking about the same proficiency, just relevant proficiencies. A halfling might help with a door shove by using carpentry prof to weaken the hinges or a keep support. or as a nod to the firs responder, the barbarian might use some nature skill thingy relevant to spirits maybe, though maybe lore is a pretty broad catch all.
Sent from my VS995 using EN World mobile app
Last edited: