"Can you help me find that rule?" YMMV...Knowledge Aid


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The Exchange 5/5

Can you aid another PC on a knowledge check?

Judge: "Make a Knowledge Local check."
Wiz: "Take 10, and use my MW tool 'local guide book' and I have a '21'".
Rogue: "I aid him for a '23'!"
Bard: "and I auto aid for a final '25'! Score!"

Responses:
Judge A: "You can't aid on a Knowledge check! Make your own rolls!"

Judge B: "I seem to recall that you can't aid on Knowledge checks, could someone check on that for me?"

;) did you catch what I did there?

Liberty's Edge 4/5 5/5

What's an 'auto aid'? Is that a bard thing I don't know about?

Are the rogue and bard trained in knowledge (local)?

What's the knowledge (local) check for in the first place?


Paz wrote:
What's an 'auto aid'? Is that a bard thing I don't know about?

If you have a +9 bonus, you can't fail on a DC 10 Aid Another check.

My two cents: Of course you can Aid Another on a Knowledge check (assuming you have ranks in it, if the DC is too high to make untrained).

The Exchange 5/5

Paz wrote:

What's an 'auto aid'? Is that a bard thing I don't know about?

Are the rogue and bard trained in knowledge (local)?

What's the knowledge (local) check for in the first place?

Sorry I was not clear enough.

1) "Auto aid" means the PC has +9 or more in the skill (he gets a 10+ even on a roll of '1').
2) Yes, the rogue and bard would have to be trained in Kn(Local) to be able to get a skill check - unless the DC was 10 or less, and the wizard already was over that. Also, the rogue and bard would each have to have a +5 or more to be able to aid in a final result of '25')
3) Does it matter? Say for Gather Information at the start of the adventure (the most common roll). But more importantly - when would they NOT be able to aid?

Hope that helps!

The Exchange 5/5

hogarth wrote:
Paz wrote:
What's an 'auto aid'? Is that a bard thing I don't know about?

If you have a +9 bonus, you can't fail on a DC 10 Aid Another check.

My two cents: Of course you can Aid Another on a Knowledge check (assuming you have ranks in it, if the DC is too high to make untrained).

Thanks hogarth!

have you encountered judges in PFS who do NOT allow Aid Another on Knowledge Checks?

5/5

Ok so the rules do not explicitly state that you cannot aid another on a knowledge check. However, the rules do say "The GM might impose
further restrictions to aiding another on a case-by-case
basis as well."

My understanding is that a knowledge check is what your character happens to know about something off the top of his/her/its head. Not what the groups collective knowledge is.

The person who rolls the highest on a knowledge check already knows whatever the person who rolled lower knows and is not helped by their input.

I do allow aid another on gather information which can often yield similar information to the players.

As far as I know the only check which says you cannot use aid another on is UMD.

Liberty's Edge 4/5 5/5

nosig wrote:
3) Does it matter? Say for Gather Information at the start of the adventure (the most common roll).

That'd be fine.

Quote:
But more importantly - when would they NOT be able to aid?

When they couldn't conceivably pool their mental resources, e.g.

- standing in front of an NPC and not in a position to discuss the relevant topic
- to identify a humanoid monster and its powers or vulnerabilities in the heat of battle. Especially in a situation when some of the potential 'aiders' are flat-footed.

The Exchange 5/5

Mahtobedis, I would like to discuss this part of your post -
"My understanding is that a knowledge check is what your character happens to know about something off the top of his/her/its head. Not what the groups collective knowledge is."
.
I believe that every time the person turns to someone and says, "help me remember ...", he is asking for an "Aid Another" check, often on a knowledge check. If he's trying to remember the location of a local Burger joint it might go something like this.

Joe: "Hey, wasn't there a Burger Joint just around the corner when we pulled into the parking lot?"
Mike: "You mean back at the red light? Let me think... a Wendy's?"
Joe: "Yeah! that was it! Let's go get something to eat, we only got 30 minutes till next slot starts..."

I believe Joe takes 10 (Kn: Local), aided by Mike, and they find food... or not. Depends on the DC.

Have you never had anyone Aid you remember something?

The Exchange 5/5

Paz wrote:
nosig wrote:
3) Does it matter? Say for Gather Information at the start of the adventure (the most common roll).

That'd be fine.

Quote:
But more importantly - when would they NOT be able to aid?

When they couldn't conceivably pool their mental resources, e.g.

- standing in front of an NPC and not in a position to discuss the relevant topic
- to identify a humanoid monster and its powers or vulnerabilities in the heat of battle. Especially in a situation when some of the potential 'aiders' are flat-footed.

Example 1:

picking a scene from a popular movie (popular with me anyway).
in the Mummy, during a fight with undead, someone is reading the book of the dead, and can't remember the word for "the stork!" - and shouts out the question... remember? (am I aiding you?)

Example 2:
Policeman: "Where are you going in such a hurry?"
Paniced man behind the wheel: "the Hospital!"
Policeman: "Which one?"
P.M.B.T.W.: "Ah-ah..." points up street...
Woman in labor from backseat: "Barns Jewish on 15th!"
Policeman: "follow me."

Liberty's Edge 4/5 5/5

nosig wrote:

Example 1:

picking a scene from a popular movie (popular with me anyway).
in the Mummy, during a fight with undead, someone is reading the book of the dead, and can't remember the word for "the stork!" - and shouts out the question... remember? (am I aiding you?)

Example 2:
Policeman: "Where are you going in such a hurry?"
Paniced man behind the wheel: "the Hospital!"
Policeman: "Which one?"
P.M.B.T.W.: "Ah-ah..." points up street...
Woman in labor from backseat: "Barns Jewish on 15th!"
Policeman: "follow me."

What are these examples of?

The Exchange 5/5

I am not trying to say that in every case the other players should ALWAYS be allowed to Aid another. No more than when trying to pick a lock every PC should be allowed to aid always... but I have been encountering a lot of judges who just say flatly "no aid on knowledge checks - it's an individual roll. It just reflects what your PC knows, with no aid from other PCs possible."
.
So I'm trying to determine the "group opinion" for what most PFS judges do (and maybe influnce it) so that I can rule the same way at my table (changing the way I do it now if needed), so as to reduce YMMV.

The Exchange 5/5

Paz wrote:
nosig wrote:

Example 1:

picking a scene from a popular movie (popular with me anyway).
in the Mummy, during a fight with undead, someone is reading the book of the dead, and can't remember the word for "the stork!" - and shouts out the question... remember? (am I aiding you?)

Example 2:
Policeman: "Where are you going in such a hurry?"
Paniced man behind the wheel: "the Hospital!"
Policeman: "Which one?"
P.M.B.T.W.: "Ah-ah..." points up street...
Woman in labor from backseat: "Barns Jewish on 15th!"
Policeman: "follow me."

What are these examples of?

sorry!

1) an example of an "Aid" on a knowledge check in combat (or maybe it's a Linguistics check?)

2) an example of an "Aid" on a knowledge check in front of a (potentially hostile) NPC.

The Exchange 5/5

Ah! now I understand Paz! You were answering my question "...when would they NOT be able to aid?" Thank you.

Yes, there are always circumstances that could prevent "Aid", and often ways around the circumstances.

The Exchange 5/5

nosig wrote:

Ah! now I understand Paz! You were answering my question "...when would they NOT be able to aid?" Thank you.

Yes, there are always circumstances that could prevent "Aid", and often ways around the circumstances. But I would expect these to be the exception, not the norm.


nosig wrote:
Have you encountered judges in PFS who do NOT allow Aid Another on Knowledge Checks?

To be honest, I don't see it happen very often. Why? Because if you have multiple people who are trained in a particular Knowledge skill, you're quite possibly better off (from a probability standpoint) having multiple people roll instead of aiding each other. For instance, in your example you're off having the wizard and the bard both rolling about half the time so it's basically a toss-up (unless you have metagame knowledge that suggests that the DC is between 21 and 25, say).

5/5

PRD wrote:

Aid Another

You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once.

In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.

Things of note:

  • You can't take 10 on to aid another.
  • If you want to aid another on a trained only skill, you have to be able to capable of achieving success alone.
  • GMs can restrict aid another for any skill at any time based off of their judgement. See: "or only a limited number of characters can help at once" which could be "limited" to zero, and, "The GM might impose further restrictions to aiding another on a case-by-case basis"

Personally I don not allow aid another on knowledge checks. What other players can do is make their own knowledge checks and get different pieces of information than others who succeeded on their check (effectively the same as aid another). This also lets everyone take 10 as long as they aren't in a stressful situation (unless they're a bard).

5/5 5/55/55/5

You need to have a board jockey to clarify the very vague take 10 rules out of the book. Expect table variation.

Whether you can aid another is up to the DM, especially one something as odd as a knowledge check.

How many people can aid another is up to the dm. They could cap it at 1 if they allow it.

Whether people can retroactively aid another instead of making their own check is also a bit of a dm's call. Who's making it and who's the helper is something some dm's like to know ahead of time.

The Exchange 5/5

hogarth wrote:
nosig wrote:
Have you encountered judges in PFS who do NOT allow Aid Another on Knowledge Checks?
To be honest, I don't see it happen very often. Why? Because if you have multiple people who are trained in a particular Knowledge skill, you're quite possibly better off (from a probability standpoint) having multiple people roll instead of aiding each other. For instance, in your example you're off having the wizard and the bard both rolling about half the time so it's basically a toss-up (unless you have metagame knowledge that suggests that the DC is between 21 and 25, say).

Please consider this:

"...if you have multiple people who are trained in a particular Knowledge skill, you're quite possibly better off (from a probability standpoint) having multiple people roll instead of aiding each other." Is not true. It will have you fail simple things more often in fact. For example, if the DC is 20 and each person rolling has a +10, then with two persons both rolling, they fail 25% of the time. If they are both +9 and one takes 10 while the other rolls - they fail 45% of the time. In both of these cases they pass the DC 20 all the time (0% failure) if one takes 10 and the other aids. In fact, the only time you are better off rolling, is when you have a large number of persons rolling with poor skills (less than +4), and you need to hit a high DC (15+ over that they have in the skill). In other words - only when you have a poor chance of success - AND KNOW IT.

Plus - if the judge knows the party wizard (Knowledge Guy) is "taking 10", and knows he has a +10 on all knowledges - then the judge just has to ask for "aid" rolls before telling the party what they know.

If the judge has to respond to each roll (which takes longer) he then gets to say to player A "You know XXX" and player B "You know YYY" while both are at the table.

example of splitting knowledge handouts:

Player A: "The BBE is in YYY"
Player B interupting: "Hay! I'm the one who knows that!"
Player A: "You sure... heck, sorry dude. what was it I knew?".

you can prevent this by preparing handouts ahead of time... which I do sometimes.

This may work for some things - but it slows the table down at the start of the adventure. Many judges will get the players to all roll dice for gather information rolls, and we get the "bidding war" at the start of the adventure, before the judge reads off some Boxed Text. Some judges don't bother with even that, they either read you the Boxed Text or just skip it and move on the the first combat.


nosig wrote:

Please consider this:

"...if you have multiple people who are trained in a particular Knowledge skill, you're quite possibly better off (from a probability standpoint) having multiple people roll instead of aiding each other." Is not true. It will have you fail simple things more often in fact.

You read my exception about situations where you have metagame knowledge that the DC is in a certain range, right? If you're sure the DC is "simple", then of course you're better off not rolling (and you probably don't even have to Aid Another). I thought that was obvious.

The Exchange 5/5

Kyle Baird post above - spoilered to reduce Wall of Text:

Kyle Baird wrote:
PRD wrote:

Aid Another

You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check. (You can't take 10 on a skill check to aid another.) In many cases, a character's help won't be beneficial, or only a limited number of characters can help at once.

In cases where the skill restricts who can achieve certain results, such as trying to open a lock using Disable Device, you can't aid another to grant a bonus to a task that your character couldn't achieve alone. The GM might impose further restrictions to aiding another on a case-by-case basis as well.

Things of note:

  • You can't take 10 on to aid another.
  • If you want to aid another on a trained only skill, you have to be able to capable of achieving success alone.
  • GMs can restrict aid another for any skill at any time based off of their judgement. See: "or only a limited number of characters can help at once" which could be "limited" to zero, and, "The GM might impose further restrictions to aiding another on a case-by-case basis"

Personally I don not allow aid another on knowledge checks. What other players can do is make their own knowledge checks and get different pieces of information than others who succeeded on their check (effectively the same as aid another). This also lets everyone take 10 as long as they aren't in a stressful situation (unless they're a bard).

Thanks Mr. Baird, here's my response.
*No take 10 on Aid check. (agreed - I might allow it in my home game, NOT allowed in PFS).
* "...you have to be able to capable of achieving success alone." - yep, that's part of the "aid another" rules - though again my home game I would allow it. I figure the nurse assisting the heart sergeoun couldn't succeed at the transplant, but she does give an Aid another check. - but that's house rules again, NOT PFS.
* GMs can restrict... anything they want. They are the GM after all. I also extend this to the table judge at a PFS event. I'm an old school RPG gamer - in my opinion the GM is the final word on EVERYTHING.

I would ask you to reconsider your stance on aid another and knowledge checks. I'll help you look up any refrences you need aid with ;)

humor attempt:

Does your comment:
"This also lets everyone take 10 as long as they aren't in a stressful situation (unless they're a bard)."
mean that Bards can't take 10 on Knowledge checks if they aren't in a stressful situation? Bards have to have someone trying to kill them to take 10 on a knowledge check?
;) lol!
.

The Exchange 5/5

hogarth wrote:
nosig wrote:

Please consider this:

"...if you have multiple people who are trained in a particular Knowledge skill, you're quite possibly better off (from a probability standpoint) having multiple people roll instead of aiding each other." Is not true. It will have you fail simple things more often in fact.
You read my exception about situatinos where you have metagame knowledge that the DC is in a certain range, right? If you're sure the DC is "simple", then of course you're better off not rolling (and you probably don't even have to Aid Another). I thought that was obvious.

I'm actually pointing out that you will get more consistantly good results by the most knowledgeable person taking 10 and anyone else able to "aiding another". AND it allows the players who have built up that aspect of their PC their "moment in the spotlight". IMHO: The only time you would want to NOT T10 & Aid is when you are Meta-gaming. "This check is hard, we should all roll so one of us might roll a 20...".

Grand Lodge 5/5 ****

nosig wrote:

IMHO: The only time you would want to NOT T10 & Aid is when you are Meta-gaming. "This check is hard, we should all roll so one of us might roll a 20...".

This is a very intersting statement. I would say it is the opposite. You only want to T10 & Aid another if you Meta Game and think you succeed.

Average 'roll' if two characters try to roll a d20 = 13.8

Max. 'roll' if one character tries to T10 and the other to aid = 12

So mathematically you are worse of (on average) to take 10 followed by aid

UNLESS you know that T10 + 2 will likely give you 100% success compensating for the inferior mathemathics as rolling D20 twice has a chance of failure if 1 isn't enough to succeed.

Nosig - I know that you are one of the rare people who T10 KNOWING they will fail. But mathematically without any other information T10 and a single helper is inferior - unless you can guess that you have a good chance.

Edit: Was working on the math and took Nosig's statement out of context as I applied it on the original example of knowledge 9 and 9. There is a threshold by which the best memeber needs to be better when this can turn the other way round.

Grand Lodge 5/5 ****

Here is another reason not always to allow aiding in knowledge checks.

CRB writes:
Action: Usually none. In most cases, a knowledge check doesn't take an action (but see untrained below).

I surely would say that aid another is an action - as such you can only aid if the knowledge check itself is preformed in a way that makes it into an action.

Example: The group is in a cavern and finds an inscription needing a knowledge check.

Character A takes out his Pathfinder chronicle to study it (1 minute time). It now is an action. This time allows others to find out information that might aid and I likely would allow it.

But the rules themselve say - knowledge usually (not always !!) are not an action. I see this as usualle (not always !!) that you can't aid.

Off course you often have the option to roleplay it in a way that allows an aid and no problems here. But this needs to be an active decision by the group.

In the end it is playstyle.
Do they like to try each seperate - and in this case I hand out the DC10 information to the one lowest, DC15 to the next and so on

or

Do you prefer to have someone leading the information gathering and it is always this character who gets all info and you help to ensure the amound of info is maximized.

Nothing wrong in either way of playing.

The Exchange 5/5 RPG Superstar 2010 Top 16

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Knowledge (whatever) to identify a critter is a free action, but not an immediate action. Aid another is a standard action. (CRB: page 197. "You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.")

If your wizard wants to poll the rest of the party to find out what everybody knows about the ravenous rhododendron chewing on his arm, asking for Aid Another rolls, he'll need to wait until everybody else has a turn, uses up their standard actions, and then make his Knowledge (plants) roll the next round.

The Exchange 5/5

Chris Mortika wrote:

Knowledge (whatever) to identify a critter is a free action, but not an immediate action. Aid another is a standard action. (CRB: page 197. "You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check."

If your wizard wants to poll the rest of the party to find out what everybody knows about the ravenous rhododendron chewing on his arm, asking for Aid Another rolls, he'll need to wait until everybody else has a turn, uses up their standard actions, and then make his Knowledge (plants) roll the next round.

Works for me. Though Thod may be convensing me, I'm re-reading his thoughts and considering them again.

Grand Lodge 4/5

Chris Mortika wrote:

Knowledge (whatever) to identify a critter is a free action, but not an immediate action. Aid another is a standard action. (CRB: page 197. "You can also use this standard action to help a friend in other ways, such as when he is affected by a spell, or to assist another character's skill check.")

If your wizard wants to poll the rest of the party to find out what everybody knows about the ravenous rhododendron chewing on his arm, asking for Aid Another rolls, he'll need to wait until everybody else has a turn, uses up their standard actions, and then make his Knowledge (plants) roll the next round.

Chris, could another party member do an Aid Another for an 7th level Lore Warden using their "Know Thy Enemy" ability? It is a Knowledge (monster) check, but is a standard action.

And what about at 14th level, when it can be done as a swift action instead of a standard action?

The Exchange 5/5 RPG Superstar 2010 Top 16

Aid Another can assist in combat, for saving throws, or skill checks. I'd be hesitant to allow it for class abilities. But I could be convinced to allow it in some circumstances.

5/5

nosig wrote:
I would ask you to reconsider your stance on aid another and knowledge checks.

I see no reason to reconsider it.

For that matter, I'm pretty strict on aiding another.

  • I ask players to declare they are aiding another or checking themselves before any numbers are thrown around.
  • After someone rolls a skill check or declares the result via taking ten, I no longer allow an aid another (i.e. no retroactively aiding).
  • I usually ask the party to tell me who's doing the talking before we start a diplomatic encounter. The person(s) making the check need to do the majority of the talking. If you don't like to talk but want to be the face, we can just roll dice, but you lose out on getting an arbitrary circumstance bonus based on your dialogue.
  • I let players know that if they aid another on a diplomacy check and fail by 5 or more (i.e. 5 or less), they actually provide a -2 penalty to the person making the check. This is an extension of the diplomacy rule of failing by 5 or more and is a gray enough area that you're welcome to disagree with me here. From a legal standpoint consider it a circumstance penalty. If you're the type of character that can't reliably get a 6 on a diplomacy check, you shouldn't be part of the conversation.
  • Usually for disable device, I only allow one person to aid if they have the skill. Too many hands causes problems.
  • Appraise is also something I don't think I'd normally let others aid on. Of course, usually you're better off having more than one person make the check (of which is one of the very very few I roll in secret).

Some other skills that it doesn't usually make sense to aid another on:

  • Acrobatics
  • Handle Animal
  • Sense Motive
  • Perception
  • Ride
  • Stealth
  • Swim

Some where it may not be obvious:

  • Escape Artist. Someone grappled? You could aid another to help their next attack roll (CMB check to break free) OR you could aid another to help their escape artist check. Maybe described as pulling on him, pulling on the creatures arms, causing a distraction, etc. Not as effective as using liberating command, grease or a salve of slipperyness, but it's still something!
  • Climb. Perhaps your showing them proper hand-holds?

  • The Exchange 5/5

    Kyle Baird wrote:
    nosig wrote:
    I would ask you to reconsider your stance on aid another and knowledge checks.

    I see no reason to reconsider it.

    For that matter, I'm pretty strict on aiding another.

    • I ask players to declare they are aiding another or checking themselves before any numbers are thrown around.
    • After someone rolls a skill check or declares the result via taking ten, I no longer allow an aid another (i.e. no retroactively aiding).
    • I usually ask the party to tell me who's doing the talking before we start a diplomatic encounter. The person(s) making the check need to do the majority of the talking. If you don't like to talk but want to be the face, we can just roll dice, but you lose out on getting an arbitrary circumstance bonus based on your dialogue.
    • I let players know that if they aid another on a diplomacy check and fail by 5 or more (i.e. 5 or less), they actually provide a -2 penalty to the person making the check. This is an extension of the diplomacy rule of failing by 5 or more and is a gray enough area that you're welcome to disagree with me here. From a legal standpoint consider it a circumstance penalty. If you're the type of character that can't reliably get a 6 on a diplomacy check, you shouldn't be part of the conversation.
    • Usually for disable device, I only allow one person to aid if they have the skill. Too many hands causes problems.
    • Appraise is also something I don't think I'd normally let others aid on. Of course, usually you're better off having more than one person make the check (of which is one of the very very few I roll in secret).

    Some other skills that it doesn't usually make sense to aid another on:

    • Acrobatics
    • Handle Animal
    • Sense Motive
    • Perception
    • Ride
    • Stealth
    • Swim

    Some where it may not be obvious:

  • Escape Artist. Someone grappled? You could aid another to help their next attack roll (CMB check to break free) OR you could aid another to help their escape artist check. Maybe...
  • I see nothing you stated here that I would even think twice about. It would be a pleasure to play at your table. I might watch who I play with when I'm at your table (if I am ever lucky enough to get there!). (There's this guy who get's stuck at a table with me sometimes who will have rolled a dice before the judge finished asking for a suicide skill check. He once tried to pick my dwarf character up and carry him over to look into a darkened room, as his character didn't have dark vision... without asking me about it. If he were playing at your table, with the above guidelines, the other players get NO skill checks - at least not until you drop a Roc on him (Please DO!))

    .
    The part I was asking you to reconsider was on the part where you are not allowing aid another on knowledge checks. I beleave that a person can aid someone else remember something. The phrase "jog your memory". This can best be represented in our game by one PC "Aiding another" on a check. Even to the part where it takes a few seconds more... And it lets more PCs become involved in knowledge checks - while keeping everyone playing (even if it's just rolling dice).

    Picture a player coming up on a Kn: History roll for a faction mission. Two players are in that faction (Osirion?) and they both want to do the mission. It's for a Cookie! One is +6, the other a +4. They get one try (otherwise they would take 20!), so player "+4" decides to aid another, rolls a 6 (+4) result 10 and says to his companion... "Remember Omar, the story teller in the bazaar back home? he would tell the story of the man and his camel - what was the name of the camel again?"... Player (+6) rolls his check and gets a "12" (+6 skill, +2 from aid = result of "20") and says "yes, I remember that story! The Camel was Jasmin!" ... cheers, dancing in the streets, bells ting. And Player +4 KNOWS that point in Kn: History wasn't wasted.... (as long as the Judge doesn't bother to say that the DC was only 15).
    Aid another can help - but often is just something to let other players feel like they are "sharing the spotlight".
    Thank you for your consideratiion.

    5/5 5/55/55/5

    Acrobatics

    -Alley OOP. this is the entire point of the guy standing there throwing people around.

    Handle Animal

    my cat not only appreciates two people petting him at once he DEMANDS it. I've also seen one person pushing a donkey while the other was trying to push it. (the one behind got a 1)

    Sense Motive

    gotta agree there.

    Perception

    Definitely, unless they've already seen it.

    Ride

    "Ease back on the reins a bit, stop bouncing around, and for gods sake, wash the dragon entrails off of you, you're scaring the poor thing"

    Stealth
    HEY EVERYONE! LOOK AT ME ! "go bob go..."

    Swim
    Cross chest carry.

    5/5

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    Apparently italicizing usually wasn't enough.

    Grand Lodge 5/5 ****

    Kyle Baird wrote:
    Apparently italicizing usually wasn't enough.

    I'm not aware that RAW italicising changes anything. You are a 5-star - you should know that !!

    Grand Lodge 5/5 ****

    1 person marked this as a favorite.

    Oh and I forgot. Could you define usually in a way that prevents table variation.

    5/5 5/55/55/5

    Kyle Baird wrote:
    Apparently italicizing usually wasn't enough.

    Those are some pretty usual uses for the skills- Cross a chasm, get an animal to move with a load, Ride a horse from point A to point B, and move through the water from point A to point B.

    5/5

    BigNorseWolf wrote:
    Kyle Baird wrote:
    Apparently italicizing usually wasn't enough.

    Those are some pretty usual uses for the skills- Cross a chasm, get an animal to move with a load, Ride a horse from point A to point B, and move through the water from point A to point B.

    You're right. You win the internets. Feel better?

    The Exchange 5/5

    Casting Raise Thread - Necro

    Well, I keep getting "corrected" at my table when I ask if anyone wants to Aid on a Knowledge Check.

    After all - "Everyone knows you can't Aid on a Knowledge check".

    Anyone know where this comes from? Is there an FAQ or Board Post or rule or something that states that a PC can't Aid Another on a Knowledge check?


    As far as I can tell you can aid on the Know check if the GM allows it. For monster ID or something under pressure probably not. For a check when there is time to pool our collective memories sure.

    5/5 5/55/55/5

    Nope. I have people "geeking out" with each other and talking it over on knowledge checks all the time.

    4/5

    1 person marked this as a favorite.

    Here is a relevant feat - Collective Recollection. Isn't be all - end all, but thought it was relevant to the discussion.

    This is a subject that I'm going to have to admit is going to have to be relented to the GM. Like evil spells (which at least there's a current ruling on those), it's a soft spot for some.

    5/5 5/55/55/5

    I've seen it generally assumed that pathfinders call out "cold iron!" or "get the silver!" or "watch for the acid!" or "prot from evil on the barbarian stat!" when they make their knowledge checks.

    The Exchange 5/5

    1 person marked this as a favorite.

    The killer for me on this is the fact that one or two PLAYERS are "correcting" the JUDGE on this. (Bothers me the most when I'm the Judge.) I normally have to pause the flow of the game and ask the player to "go check on that for me". The worst part is that they don't actually even understand that I am having them do an Aid Another check for my Knowledge (Rules). So they "drop out of the game" for the 5 to 10 minutes while they dive into their phone to "correct the judge" - checking rule books and board posts...

    They have been taught that "It's the rule. No Aid on Knowledge Checks."... and it keeps popping up.

    The Exchange 5/5

    Andrew Roberts wrote:

    Here is a relevant feat - Collective Recollection. Isn't be all - end all, but thought it was relevant to the discussion.

    This is a subject that I'm going to have to admit is going to have to be relented to the GM. Like evil spells (which at least there's a current ruling on those), it's a soft spot for some.

    Ah! so now it's a Teamwork feat, which means that NOW we actually CAN'T "jog each other’s memories to remember essential facts" without this feat.

    Sort of like Potion Sponge.

    Sigh.

    I think I am just going to switch over to playing CORE from now on.


    I don't think the feat stops you from doing it out of combat just we now (sadly, again as a feat/item) have a method for combat memory jogging.

    The Exchange 5/5

    Talonhawke wrote:
    I don't think the feat stops you from doing it out of combat just we now (sadly, again as a feat/item) have a method for combat memory jogging.

    It does not appear to be restricted to combat. I have not had anyone point this out to me at my table yet, but I'm sure it will come along eventually...

    Collective Recollection (Teamwork):

    Source Pathfinder Society Primer pg. 11
    You and your allies can quickly jog each other’s memories to remember essential facts.

    Benefit: When an ally who also has this feat attempts a trained Knowledge skill check while within 30 feet of you, you may attempt an aid another check as a free action to improve that ally’s skill check. You must have at least 1 rank in the Knowledge skill to be aided in order to use this feat. If you succeed at the aid another check, you automatically know any information your ally gains from the Knowledge check as if you had rolled the Knowledge check. Whether or not your aid another check is successful, you cannot attempt a Knowledge check to determine the same information as your ally after using this feat.

    edit: OH! and this line is interesting... "Whether or not your aid another check is successful, you cannot attempt a Knowledge check to determine the same information as your ally after using this feat". This seems to imply that if you attempt an Aid, you can't roll your own check.

    5/5 5/55/55/5

    nosig wrote:
    Andrew Roberts wrote:

    Here is a relevant feat - Collective Recollection. Isn't be all - end all, but thought it was relevant to the discussion.

    This is a subject that I'm going to have to admit is going to have to be relented to the GM. Like evil spells (which at least there's a current ruling on those), it's a soft spot for some.

    Ah! so now it's a Teamwork feat, which means that NOW we actually CAN'T "jog each other’s memories to remember essential facts" without this feat.

    Sort of like Potion Sponge.

    Sigh.

    I think I am just going to switch over to playing CORE from now on.

    Take a closer look at the feat. It makes it a free action it doesn't mean you can't normally do that as a standard action when you're standing around the bar packing up what you might need for your trip into the werewoods.

    The Exchange 5/5

    BigNorseWolf wrote:
    nosig wrote:
    Andrew Roberts wrote:

    Here is a relevant feat - Collective Recollection. Isn't be all - end all, but thought it was relevant to the discussion.

    This is a subject that I'm going to have to admit is going to have to be relented to the GM. Like evil spells (which at least there's a current ruling on those), it's a soft spot for some.

    Ah! so now it's a Teamwork feat, which means that NOW we actually CAN'T "jog each other’s memories to remember essential facts" without this feat.

    Sort of like Potion Sponge.

    Sigh.

    I think I am just going to switch over to playing CORE from now on.

    Take a closer look at the feat. It makes it a free action it doesn't mean you can't normally do that as a standard action when you're standing around the bar packing up what you might need for your trip into the werewoods.

    Maybe. I'll have to sleep on this and dissect it more ...

    4/5

    nosig wrote:
    Ah! so now it's a Teamwork feat, which means that NOW we actually CAN'T "jog each other’s memories to remember essential facts" without this feat.

    It does two things, allows a player to use aid another as a free action

    (normally they would need to use a standard to aid, which is why many times when players get knowledge checks to ID monster for free they can't be aided because I've never seen a player actually spend actions on it.)

    It also allows both people to know the information which means that the person with the info doesn't need to speak the information.

    Remember when players start shouting out monster vulnerabilities in combat the monster can probably hear them and if they're intelligent use that to their advantage.


    I missed that but BNW has the right of it. Same a Ensemble allowing aid as an immediate action it doesn't prevent you from aiding on perform just makes it faster.

    Shadow Lodge 4/5

    My opinion on Aiding Knowledge checks:

    I don't generally allow it (certainly not for in-combat know checks for monsters) RAW (under Retry?): No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.

    Since it represents 'what you know' then aid other is not possible.

    Now, it could be easily argued that people working together can better recall information, or perhaps piece together bits of individual to build up better collective knowledge. I'd argue though that is 'Research' not 'knowledge' but it's a fine line and pedantic. :)
    That is where the context is important - and there are various examples in PFS where Knowledge skills are used for research (Blackcros Connection for one) and aid other is used.

    Unfortunately the same is true for a number of skills Including Perception.
    So, IMO
    Perception to 'spot things' = no aid other.
    Perception to 'find things' (eg searching a room) = yes to aid other.

    The Exchange 5/5

    Nevarre wrote:

    My opinion on Aiding Knowledge checks:

    I don't generally allow it (certainly not for in-combat know checks for monsters) RAW (under Retry?): No. The check represents what you know, and thinking about a topic a second time doesn’t let you know something that you never learned in the first place.

    Since it represents 'what you know' then aid other is not possible.

    Now, it could be easily argued that people working together can better recall information, or perhaps piece together bits of individual to build up better collective knowledge. I'd argue though that is 'Research' not 'knowledge' but it's a fine line and pedantic. :)
    That is where the context is important - and there are various examples in PFS where Knowledge skills are used for research (Blackcros Connection for one) and aid other is used.

    Unfortunately the same is true for a number of skills Including Perception.
    So, IMO
    Perception to 'spot things' = no aid other.
    Perception to 'find things' (eg searching a room) = yes to aid other.

    I, on the other hand, often have people help me remember things I know - but I need to have someone "jog my memory". I think it's so common in fact that we have (in English) a phrase for it. "Jog your memory".

    I believe that every time we turn to someone and says, "help me remember ...", we are asking for an "Aid Another" check, often on a knowledge check. It's not a free action (like a normal Knowledge check), it's an Aid Another (a Standard Action). If he's trying to remember the location of a local Burger joint it might go something like this.

    Joe: "Hey, wasn't there a Burger Joint just around here last time we came to game day?"
    Mike: "You mean last month? Let me think... a Wendy's? I think I got a frosty - but you drove, so I have no idea where it is."
    Joe: "Yeah! that was it! Let's go get something to eat, we only got 30 minutes till next slot starts..."

    I believe Joe takes 10 (Kn: Local), aided by Mike, and they find food... or not. Depends on the DC. (and it's all memory - or Knowledge Local).

    Have you never had anyone Aid you remember something?

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