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Why doesn't the help action have more limits and down sides?
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<blockquote data-quote="MrHotter" data-source="post: 7444657" data-attributes="member: 76055"><p>I think it would be reasonable to always assume that any out of combat tasks or skill checks will have the players helping each other where possible. I just think it's up to the DM to decide when the 'help' would give the player advantage and what would happen if they fail. </p><p></p><p>In your examples of helping the DM at your game, we can imagine how that could be interpereted into skill checks. </p><p></p><p>Helping the DM clear the table: No skill check needed an no penalties for failure. Helping cuts the clearing time in half.</p><p></p><p>Helping the DM move the table: If not getting the table moved would mean that you can't play tonight, and if the table may be too heavy to move easily, then it could be a roll. This sounds like a good candidate for making a 'Work Together' check with advantage. Failure could mean that the table still gets moved, but you miss out on valuable play time.</p><p></p><p></p><p>There are other tasks or skill checks that you could help with as well, but how much it helps depends on the circumstances and the ability of the helper. If the sink breaks and the DM is proficient in home repair, he can try to fix it. If you are not proficient, but still want to help, you could go get a bucket and hold a flashlight. That may not be enough to give him advantage, but may speed things up. If you were proficient in home repair and you could both get to the sink at the same time, then it could be a roll with advantage. </p><p></p><p></p><p>If the DM decides that he's going to set the mood by playing some music on his dulcimer, then maybe you can't help with that, but you could pull out your vuvuzela and play along. Perhaps this would give him disadvantage on setting the mood he wanted, or if the group is receptive, it may help (in game terms this would be the DM who decides what rolls are needed and what the effect would be of failure/success).</p><p></p><p></p><p>My main concern is avoiding having every roll made outside of combat automatically being considered as having advantage. The game is not designed for that. I think it's great the players would think of ways to help each other, but I don't want auto advantage on everything. Maybe you can't give another player advantage on his acrobatics roll to cross a rope by saying "I help him", but you could give him advantage if you can shoot a arrow into the far wall with a rope attached to it that he could use to help steady himself. That's the kind of teamwork I am looking for when players want to help each other.</p></blockquote><p></p>
[QUOTE="MrHotter, post: 7444657, member: 76055"] I think it would be reasonable to always assume that any out of combat tasks or skill checks will have the players helping each other where possible. I just think it's up to the DM to decide when the 'help' would give the player advantage and what would happen if they fail. In your examples of helping the DM at your game, we can imagine how that could be interpereted into skill checks. Helping the DM clear the table: No skill check needed an no penalties for failure. Helping cuts the clearing time in half. Helping the DM move the table: If not getting the table moved would mean that you can't play tonight, and if the table may be too heavy to move easily, then it could be a roll. This sounds like a good candidate for making a 'Work Together' check with advantage. Failure could mean that the table still gets moved, but you miss out on valuable play time. There are other tasks or skill checks that you could help with as well, but how much it helps depends on the circumstances and the ability of the helper. If the sink breaks and the DM is proficient in home repair, he can try to fix it. If you are not proficient, but still want to help, you could go get a bucket and hold a flashlight. That may not be enough to give him advantage, but may speed things up. If you were proficient in home repair and you could both get to the sink at the same time, then it could be a roll with advantage. If the DM decides that he's going to set the mood by playing some music on his dulcimer, then maybe you can't help with that, but you could pull out your vuvuzela and play along. Perhaps this would give him disadvantage on setting the mood he wanted, or if the group is receptive, it may help (in game terms this would be the DM who decides what rolls are needed and what the effect would be of failure/success). My main concern is avoiding having every roll made outside of combat automatically being considered as having advantage. The game is not designed for that. I think it's great the players would think of ways to help each other, but I don't want auto advantage on everything. Maybe you can't give another player advantage on his acrobatics roll to cross a rope by saying "I help him", but you could give him advantage if you can shoot a arrow into the far wall with a rope attached to it that he could use to help steady himself. That's the kind of teamwork I am looking for when players want to help each other. [/QUOTE]
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Why doesn't the help action have more limits and down sides?
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