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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="5ekyu" data-source="post: 7449251" data-attributes="member: 6919838"><p>Uhh..</p><p></p><p>Ok so some aspects of the skill system include things like tool and even things like must have tools to try and such, which seems at least in the same avenue as using bigger weapons, if not more severe. </p><p></p><p>Also, just as with combat, a lot of other factors can add in, like feats and class abilities (notice quitea few places where you can double or triple jump distance. Especially by the time one gets to having 20 strength on your wizards. Advantage on skill checks are available from quite a few options as are...</p><p></p><p>You get the picture?</p><p></p><p>It seems though that if you want to pick down micro-slices of the game as it apllies to a given sub-system, you can probably conctruct a reason to see a fault you were looking for...</p><p></p><p>But again i ask the big summary question... In your games across the play of the game (not "if i cut out a lot of things that realky can be in play to make a point, actual play experience over time") is it true that you see significant difference between good at and not my thing as play progresses? Do your guys who make a point of "good at hiding/sneaking" or "good at persuasion" show over the campaign and play significant benefits from that or are they hardly shown as better than say the bruiser who still has his 10 and no bother at those at all?</p><p></p><p>If so, thats very different from what i have seen expressed and seen in play and i find it amusing that in the same thread we have some arguing the flawed system cuz it makes DCs not work cuz too easy and another arguing the goid at skills vs not good at skills is so barely noticeable.</p><p></p><p>Anyway...</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7449251, member: 6919838"] Uhh.. Ok so some aspects of the skill system include things like tool and even things like must have tools to try and such, which seems at least in the same avenue as using bigger weapons, if not more severe. Also, just as with combat, a lot of other factors can add in, like feats and class abilities (notice quitea few places where you can double or triple jump distance. Especially by the time one gets to having 20 strength on your wizards. Advantage on skill checks are available from quite a few options as are... You get the picture? It seems though that if you want to pick down micro-slices of the game as it apllies to a given sub-system, you can probably conctruct a reason to see a fault you were looking for... But again i ask the big summary question... In your games across the play of the game (not "if i cut out a lot of things that realky can be in play to make a point, actual play experience over time") is it true that you see significant difference between good at and not my thing as play progresses? Do your guys who make a point of "good at hiding/sneaking" or "good at persuasion" show over the campaign and play significant benefits from that or are they hardly shown as better than say the bruiser who still has his 10 and no bother at those at all? If so, thats very different from what i have seen expressed and seen in play and i find it amusing that in the same thread we have some arguing the flawed system cuz it makes DCs not work cuz too easy and another arguing the goid at skills vs not good at skills is so barely noticeable. Anyway... [/QUOTE]
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Community
General Tabletop Discussion
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Why doesn't the help action have more limits and down sides?
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