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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: 7451023" data-attributes="member: 97077"><p>It's not clear to me what's objectively bad about the system, so your first statement here doesn't make a lot of sense to me. Maybe it's not what you would prefer - perhaps you prefer the system in some previous iteration of the game because it fit your preferred approach - but I don't think it can be said to be "bad." I'll add that the DMG does go into this a bit in the section on "The Role of the Dice." There are three approaches listed there, but only one of those approaches is presented without any potential drawbacks: The Middle Path. "By balancing the use of dice against deciding on success, you can encourage your players to strike a balance between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world." Contrast that with the method where the DM relies "on die rolls for almost everything." Players get "the sense that anything is possible," since they roll dice a lot, but "roleplaying can diminish if players feel that their die rolls, rather than their decisions and characterizations, always determine success." I've seen that myself in various games in which I've played and on vodcasts.</p><p></p><p>Add to this the role of the player in the basic conversation of the game: The players describe what they want to do. At no point is an expectation set that the players should ask to make ability checks. Lots of people do ask to make checks, I suspect, because they learned that from other people. And certainly, in previous iterations of the game, I played that way, but my reading of <em>these</em> rules indicates that is not intended.</p><p></p><p>These two things combined, plus I'm sure other aspects of the rules I haven't mentioned here, tell me that the DM should discourage players from asking to make rolls. (The math showing that this is a good idea underscores this, though that's not mentioned in the rules so far as I know.) The game simply works better in my experience when the players describe a goal and approach for the things their characters are reasonably good at, but try to avoid the roll if possible. If they have to roll because of some uncertainty they couldn't remove or meaningful chance of failure they couldn't negate, they at least have a decent chance of success given their applicable bonuses. This is the smart way to play as a player in my view and it's the surest route to achieving the goals of play.</p></blockquote><p></p>
[QUOTE="iserith, post: 7451023, member: 97077"] It's not clear to me what's objectively bad about the system, so your first statement here doesn't make a lot of sense to me. Maybe it's not what you would prefer - perhaps you prefer the system in some previous iteration of the game because it fit your preferred approach - but I don't think it can be said to be "bad." I'll add that the DMG does go into this a bit in the section on "The Role of the Dice." There are three approaches listed there, but only one of those approaches is presented without any potential drawbacks: The Middle Path. "By balancing the use of dice against deciding on success, you can encourage your players to strike a balance between relying on their bonuses and abilities and paying attention to the game and immersing themselves in its world." Contrast that with the method where the DM relies "on die rolls for almost everything." Players get "the sense that anything is possible," since they roll dice a lot, but "roleplaying can diminish if players feel that their die rolls, rather than their decisions and characterizations, always determine success." I've seen that myself in various games in which I've played and on vodcasts. Add to this the role of the player in the basic conversation of the game: The players describe what they want to do. At no point is an expectation set that the players should ask to make ability checks. Lots of people do ask to make checks, I suspect, because they learned that from other people. And certainly, in previous iterations of the game, I played that way, but my reading of [I]these[/I] rules indicates that is not intended. These two things combined, plus I'm sure other aspects of the rules I haven't mentioned here, tell me that the DM should discourage players from asking to make rolls. (The math showing that this is a good idea underscores this, though that's not mentioned in the rules so far as I know.) The game simply works better in my experience when the players describe a goal and approach for the things their characters are reasonably good at, but try to avoid the roll if possible. If they have to roll because of some uncertainty they couldn't remove or meaningful chance of failure they couldn't negate, they at least have a decent chance of success given their applicable bonuses. This is the smart way to play as a player in my view and it's the surest route to achieving the goals of play. [/QUOTE]
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