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General Tabletop Discussion
*Dungeons & Dragons
Starter Set: Excerpt 3 (actual)
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<blockquote data-quote="Ace" data-source="post: 6313708" data-attributes="member: 944"><p>Absolutely. My group is rules lazy and rarely remembers to use aid another..</p><p></p><p>As an aside, aid another actually makes sense for perception. As long as multiple party members are scouting and wary its much easier to spot trouble in groups. This seems to match reality AFAICT . Of course I allow scouts to take 10 and as a passive save so what do I know.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>As to guidance, in Next it seems to be " aid another usable in combat with a variable (1d4) bonus requiring touch" its probably combat balanced with groups that use aid another a lot as the opportunity costs in attacks or other spells balances things out but it might not be as balanced outside combat as its basically +2 to any task not requiring stealth.</p><p></p><p>Still with multiple attempts, I dunno many skills IRL can be tried again and again. Opening locks is a classic example, given enough time almost any lock at the D&D level of sophistication could be opened the exception being magic locks and trick locks with tamper proof mechanisms . If you Google locksport you'll see this in action, take for example a bicycle lock (which is harder to pick than a standard D&D lock) anyone here could pick it with bobby pins, its not a matter of skill but of time. How good you are is how fast same with many skills, anyone can make a pot with enough clay and so on. This just speeds things up a bit.</p></blockquote><p></p>
[QUOTE="Ace, post: 6313708, member: 944"] Absolutely. My group is rules lazy and rarely remembers to use aid another.. As an aside, aid another actually makes sense for perception. As long as multiple party members are scouting and wary its much easier to spot trouble in groups. This seems to match reality AFAICT . Of course I allow scouts to take 10 and as a passive save so what do I know.;) As to guidance, in Next it seems to be " aid another usable in combat with a variable (1d4) bonus requiring touch" its probably combat balanced with groups that use aid another a lot as the opportunity costs in attacks or other spells balances things out but it might not be as balanced outside combat as its basically +2 to any task not requiring stealth. Still with multiple attempts, I dunno many skills IRL can be tried again and again. Opening locks is a classic example, given enough time almost any lock at the D&D level of sophistication could be opened the exception being magic locks and trick locks with tamper proof mechanisms . If you Google locksport you'll see this in action, take for example a bicycle lock (which is harder to pick than a standard D&D lock) anyone here could pick it with bobby pins, its not a matter of skill but of time. How good you are is how fast same with many skills, anyone can make a pot with enough clay and so on. This just speeds things up a bit. [/QUOTE]
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Starter Set: Excerpt 3 (actual)
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