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The help action is not broken, but Working together is
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<blockquote data-quote="TaranTheWanderer" data-source="post: 7552242" data-attributes="member: 15882"><p>heh, yeah. But then, I guess, it's not really a 'Help' action or Working together. A Complicate action?</p><p></p><p>I agree that having proficiency in the skill is a good measure as whether you can help someone else in a task. In 3.5e, the helping character had to make a dc 10 check to 'aid another'. You had to be proficient in the skill and, if you succeeded, the person doing the check recieved a +2.</p><p></p><p>That said, the player might think of a different skill that could be used to help. </p><p></p><p>Let's say a person wants to take watch and wants to hide somewhere. They might look for a good place to hide.</p><p></p><p>I think what happens a lot is players say, "I wanna use 'Work Together' action to give the guy on watch advantage to his stealth." It's important that the DM ask the player: "HOW do you help his stealth?"</p><p></p><p>Instead, a player should say, "I want to help him hide. I'm going to find branches and leaves and build a blind for him to sit in while he's taking watch."</p><p></p><p>This could be using Survival to help stealth. What players forget is the <strong>story</strong> behind the mechanic which, IMO is the most important factor of judging advantage.</p><p></p><p>Same thing with combat 'help' action. The whole point of the help action is to get rid of miscellaneous bonuses which pigeon-hole them towards specific actions(+2 for flank; +4 for prone; etc...) and, instead, let the players tell a story. Instead they can do whatever comes to their imagination: "I run in and shove the guy from behind." or "I dive to the ground, do a somersault, grabbing some sand, flip up and throw it in his eyes; I jump up on the bar with my rapier in hand and kick over a barrel of ale, making the floor slippery."</p><p></p><p>All these cinematic actions give advantage.</p></blockquote><p></p>
[QUOTE="TaranTheWanderer, post: 7552242, member: 15882"] heh, yeah. But then, I guess, it's not really a 'Help' action or Working together. A Complicate action? I agree that having proficiency in the skill is a good measure as whether you can help someone else in a task. In 3.5e, the helping character had to make a dc 10 check to 'aid another'. You had to be proficient in the skill and, if you succeeded, the person doing the check recieved a +2. That said, the player might think of a different skill that could be used to help. Let's say a person wants to take watch and wants to hide somewhere. They might look for a good place to hide. I think what happens a lot is players say, "I wanna use 'Work Together' action to give the guy on watch advantage to his stealth." It's important that the DM ask the player: "HOW do you help his stealth?" Instead, a player should say, "I want to help him hide. I'm going to find branches and leaves and build a blind for him to sit in while he's taking watch." This could be using Survival to help stealth. What players forget is the [B]story[/B] behind the mechanic which, IMO is the most important factor of judging advantage. Same thing with combat 'help' action. The whole point of the help action is to get rid of miscellaneous bonuses which pigeon-hole them towards specific actions(+2 for flank; +4 for prone; etc...) and, instead, let the players tell a story. Instead they can do whatever comes to their imagination: "I run in and shove the guy from behind." or "I dive to the ground, do a somersault, grabbing some sand, flip up and throw it in his eyes; I jump up on the bar with my rapier in hand and kick over a barrel of ale, making the floor slippery." All these cinematic actions give advantage. [/QUOTE]
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The help action is not broken, but Working together is
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