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Community
General Tabletop Discussion
*Dungeons & Dragons
Why doesn't the help action have more limits and down sides?
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<blockquote data-quote="Saeviomagy" data-source="post: 7449231" data-attributes="member: 5890"><p>The backgrounds rules seem to suggest that your character didn't just wake up yesterday and start learning how to thieve, similarly for how hard it is to get new proficiencies. If we're talking about (say) thieve's tool proficiency, you've had 1400 hours of training from a master. For comparison purposes becoming a commercial airline pilot requires 1500 hours of flying, of which less than 50 requires you to be supervised.</p><p></p><p>And? It only mattered because people wrote stupid high DCs into the game instead of saying "that's just impossible". If we keep the 5e DCs, a modifier of +100 would mean that your character could routinely succeed on 'almost impossible' tasks. Guess what? In 5e you can already build a character that does that, and it's not even very hard - it's a logical conclusion of the rogue class, plus some minor boosts. So if you can already hit the top end, why does making the low end higher matter?</p><p></p><p>That still requires you to re-evaluate most DCs because you've changed the spread of the dice. Personally I think that increasing the proficient bonus for skills pretty much covers it - right now anyone who isn't uber-skill-guy finishes out their career unable to reliably hit even a hard DC in their chosen fields of expertise. Doubling it puts things in a much better place.</p><p></p><p>Right - which is basically "the skill system is so bad you should avoid using it if at all possible". It also doesn't really work if you're talking about things that you're unfamiliar with, or if you don't know which member of a group is trying something.</p><p></p><p>Great if you can bring some of the positives of that along, but if it's just "characters fail at things they should be good at", it's pratfalls without hilarity most of the time.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 7449231, member: 5890"] The backgrounds rules seem to suggest that your character didn't just wake up yesterday and start learning how to thieve, similarly for how hard it is to get new proficiencies. If we're talking about (say) thieve's tool proficiency, you've had 1400 hours of training from a master. For comparison purposes becoming a commercial airline pilot requires 1500 hours of flying, of which less than 50 requires you to be supervised. And? It only mattered because people wrote stupid high DCs into the game instead of saying "that's just impossible". If we keep the 5e DCs, a modifier of +100 would mean that your character could routinely succeed on 'almost impossible' tasks. Guess what? In 5e you can already build a character that does that, and it's not even very hard - it's a logical conclusion of the rogue class, plus some minor boosts. So if you can already hit the top end, why does making the low end higher matter? That still requires you to re-evaluate most DCs because you've changed the spread of the dice. Personally I think that increasing the proficient bonus for skills pretty much covers it - right now anyone who isn't uber-skill-guy finishes out their career unable to reliably hit even a hard DC in their chosen fields of expertise. Doubling it puts things in a much better place. Right - which is basically "the skill system is so bad you should avoid using it if at all possible". It also doesn't really work if you're talking about things that you're unfamiliar with, or if you don't know which member of a group is trying something. Great if you can bring some of the positives of that along, but if it's just "characters fail at things they should be good at", it's pratfalls without hilarity most of the time. [/QUOTE]
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Community
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Why doesn't the help action have more limits and down sides?
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