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Why doesn't the help action have more limits and down sides?
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<blockquote data-quote="iserith" data-source="post: 7447766" data-attributes="member: 97077"><p>As I've stated in other threads, examples are dangerous for exactly the reason we're debating here. People get hung up on the specifics of the examples and in my view miss the overall point. I prefer to deal at the level of abstraction hence "easy tasks an adventurer might do that have an uncertain outcome and a meaningful consequence of failure." We can both understand that without getting hung up on examples. Or so I hope.</p><p></p><p></p><p></p><p>I don't take the position that the DCs are too difficult. I would say they are just difficult enough to encourage reasonable efforts to avoid rolling if the players can manage it.</p><p></p><p></p><p></p><p>I don't think it's trivial to roll checks for "easy tasks an adventurer might do that have an uncertain outcome and a meaningful consequence of failure." I think it's reasonable behavior for a player to want to bypass that fickle d20 and the "just difficult enough" DCs and go straight for automatic success if he or she can set up the circumstances and take action to make that happen, at a cost even, if that cost is worth it. So sure, live with the d20, but avoid it if you can. That seems like smart play to me, if succeeding more often than not is one of the player's goals.</p></blockquote><p></p>
[QUOTE="iserith, post: 7447766, member: 97077"] As I've stated in other threads, examples are dangerous for exactly the reason we're debating here. People get hung up on the specifics of the examples and in my view miss the overall point. I prefer to deal at the level of abstraction hence "easy tasks an adventurer might do that have an uncertain outcome and a meaningful consequence of failure." We can both understand that without getting hung up on examples. Or so I hope. I don't take the position that the DCs are too difficult. I would say they are just difficult enough to encourage reasonable efforts to avoid rolling if the players can manage it. I don't think it's trivial to roll checks for "easy tasks an adventurer might do that have an uncertain outcome and a meaningful consequence of failure." I think it's reasonable behavior for a player to want to bypass that fickle d20 and the "just difficult enough" DCs and go straight for automatic success if he or she can set up the circumstances and take action to make that happen, at a cost even, if that cost is worth it. So sure, live with the d20, but avoid it if you can. That seems like smart play to me, if succeeding more often than not is one of the player's goals. [/QUOTE]
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Why doesn't the help action have more limits and down sides?
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