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Why doesn't the help action have more limits and down sides?
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<blockquote data-quote="ClaytonCross" data-source="post: 7443618" data-attributes="member: 6880599"><p>So I agree, I don't like "out of combat" combat, if you don't like stopping the flow of the game with "roll initiative" you can roll initiative 3 times when you sit down, right them down and then call out players as normal when its time to use it. As you said it messes with action economy and my GM doesn't have an order when he does that nor does everyone always get an action. Sometimes its just the first two who speak up resulting on my high initiative character with alert feat (immunity to surprise) not acting on the out of combat "first turn" after an enemy as if my character was surprised had lower initiative.... </p><p></p><p>I digress. I understand your point about doing what an NPC could do, however, I make NPC characters as if they were player characters sometimes which means that qualifier means nothing and in fact might have a higher level NPC guide, master, or specialist of a different class with them for 1 mission, meaning NPCs can sometimes do things players can't. So this is a more a statement against "Auto Pilot playing" which I would resolve by letting the help role the advantage die, them comparing and players narrating the success and failure. Then the same help action becomes part of the story and player involving with not actual change to the mechanic. The same auto pilot playing issue could happen (and does) with the primary player preforming a repetitive tasks … Example: Rogue... I check the hall for paths, its clear, I check the 1st door for traps, its clear, I check to see if the door is locked, its open, I enter and check the connecting hallway for traps, it clear, next hallway for traps, its clear. The clear or locked, trapped or not trapped, doesn't matter. My GM will put 10 traps in a hall on doors and floors, with locked doors, and open door... then get annoyed because the rogue/scout character is on auto pilot and the only one doing anything.... doubly annoyed if someone is helping.... but the GM put traps their, the rogue is doing his job, and the "alt scout" is helping because the GM is putting potentially lethal traps everywhere. … If the players are fine … ok. If the GM gets mad about it … well its self inflicted and if the players get annoyed with it they are not mad about the rogue doing his job they are annoyed the GM is making the rogue check for traps every 5ft or the rogue misses a trap and someone takes massive damage. … to me... that is not a mechanical issue. GM just needs allow a number of passive perception successes to allow for the same traps with fewer rolls. Then the rogue only checks for trap when he did not notice them off hand. If you as a rogue walk down a 50ft hall way and spot traps passively 5 out of 5 times you are likely to trust your passive... you miss one trap and almost die your checking every 5ft and with good reason.</p></blockquote><p></p>
[QUOTE="ClaytonCross, post: 7443618, member: 6880599"] So I agree, I don't like "out of combat" combat, if you don't like stopping the flow of the game with "roll initiative" you can roll initiative 3 times when you sit down, right them down and then call out players as normal when its time to use it. As you said it messes with action economy and my GM doesn't have an order when he does that nor does everyone always get an action. Sometimes its just the first two who speak up resulting on my high initiative character with alert feat (immunity to surprise) not acting on the out of combat "first turn" after an enemy as if my character was surprised had lower initiative.... I digress. I understand your point about doing what an NPC could do, however, I make NPC characters as if they were player characters sometimes which means that qualifier means nothing and in fact might have a higher level NPC guide, master, or specialist of a different class with them for 1 mission, meaning NPCs can sometimes do things players can't. So this is a more a statement against "Auto Pilot playing" which I would resolve by letting the help role the advantage die, them comparing and players narrating the success and failure. Then the same help action becomes part of the story and player involving with not actual change to the mechanic. The same auto pilot playing issue could happen (and does) with the primary player preforming a repetitive tasks … Example: Rogue... I check the hall for paths, its clear, I check the 1st door for traps, its clear, I check to see if the door is locked, its open, I enter and check the connecting hallway for traps, it clear, next hallway for traps, its clear. The clear or locked, trapped or not trapped, doesn't matter. My GM will put 10 traps in a hall on doors and floors, with locked doors, and open door... then get annoyed because the rogue/scout character is on auto pilot and the only one doing anything.... doubly annoyed if someone is helping.... but the GM put traps their, the rogue is doing his job, and the "alt scout" is helping because the GM is putting potentially lethal traps everywhere. … If the players are fine … ok. If the GM gets mad about it … well its self inflicted and if the players get annoyed with it they are not mad about the rogue doing his job they are annoyed the GM is making the rogue check for traps every 5ft or the rogue misses a trap and someone takes massive damage. … to me... that is not a mechanical issue. GM just needs allow a number of passive perception successes to allow for the same traps with fewer rolls. Then the rogue only checks for trap when he did not notice them off hand. If you as a rogue walk down a 50ft hall way and spot traps passively 5 out of 5 times you are likely to trust your passive... you miss one trap and almost die your checking every 5ft and with good reason. [/QUOTE]
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Why doesn't the help action have more limits and down sides?
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