| 1d6 Fall Damage |
I'm having a lil trouble figuring out the Aid reaction. Or rather, I perfectly understand the reaction, but not the action you need to do in order to prepare to help. The description says you need to "attempt a skill check or attack roll" and I wonder if that means use a defined action of some kind or whether you just spend an action and roll. If the former, do the effects of that action resolve, and if the latter, does the GM just use whatever traits are logical? In most cases determining traits through logic is clean enough, but what about when I want it to be an attack roll? It's not a Strike so I don't expect it to do damage but would MAP apply to that?
| Zwordsman |
Assuming I understand you questions right.
DUring your turn. You spend 1 action to "aid X person at Y task" you should fluff this in a reasonable way.
Then, on their turn- they take the action that you prepped aid for. You use a reaction action to roll DC 20 to give them a circ bonus. Because you are rolling NOT on your turn. Your MAP would have reset (I believe MAP resets at the end of your turn. Not at the beginning of your next. AOO's also don't take MAP I think)
What you roll will depend on what they are doing and what you are doing to Aid. Traits will follow depending on what you are doing. Most things you roll already have traits for that kind of action.
See the following examples: Note* These are just random examples any method of aiding is valid if your GM agrees. Second Note* DC 20 is the base, but Gms c an alter depending on your fluff/situation/etc.
For instance. Aid for a Nature check to gather food. They roll survival. You could also roll survival to help. But it would also be reasonable for you to roll Attack--as if you hunted something for food. Or it may be allowable for you to roll Craft because while they're foraging, you bush crafted a Solar Still to collect water. if the GM is okay with your reasonaing you could do it. (bot h of these could also be done with a survival roll I imagine).
For instance: Aid an ally's Trip Attempt. They roll Athletics with the attack trait. You could roll: Athletics with the attack trait DC 20. You could roll performance to move distractingly. Or Deception to pretend to attack. Or Intimidiation to unnerve them splitting their f ocus. These are all rather reasonable ideas.
Did that more or less answer what I think you were asking?
This is how it works, as far as I understand it.
Aid is missing any kind of notation on "distance" however. Doesn' say it can but doesn't say it can't. So reasonably you can Aid at whatever distance you can logically justif to the GM's okay.
| breithauptclan |
Yeah. I am not sure what the action to prepare is either. It says one action typically, so that rules out the Ready action.
But I am fairly sure that you roll during the actual Aid reaction. Not during the preparation action.
When you use your Aid reaction, attempt a skill check or attack roll of a type decided by the GM.
My best guess on the action during your turn to prepare to aid is a single action that you and the GM decide on. It takes one action. Don't know what traits it would have.
| Zwordsman |
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"prepare to help" is the action itself (on your turn) One action. "usually by using AN action during your turn". What you describe is ultimately up to you, the gm, and the situation. But that is 1 action during your turn. Fluff however fits the situation. You don't use "Ready" action at all with Aid. You declare 1 action used to "aid" and thats it.
Then. You use the Aid Reaction (Action) to roll your attempt to do whatever it is that you spent that one action on.
The traits are determined by what you roll.
ATtack rolls always have the attack trait.
Altheltics roll for Trip (if you're aiding a trip) have their own traits.
Every (reasonable) action you might take to help--has a listed trait already. Its arbitrated by the GM in a reasonable way.
In my example, say Performance to distract to help someone's attack? Well Perform the action is a concentrate. trait. Its reasonable to assume so would this action.
Or using Deception to distract them. The GM could consider it clse to a "create a diversion" or "feint" like things. Both of which have the mental trait.
Do note: While I'm using specific actions as examples. You arer not performing that actual action during the Aid- (i.e. Diversion is similar to feint but they don't get Feinted. Just distracted. Mechanicall represented by the Circ bonus).
Almost any action I can think of, can be compared to something similiar already existing which will have traits for those kind of similar things.
Yelling at someone to distract them would have auditory for instance.
Ther are also actions that don't actually have a trait (or action speed). Such as Recall knowledge. Which could make sense in some Aid moments as well "That specials of Wombat have poor depth perception! Attack straight and it won't be able to gauage the distance!" for instance could be considered a lore check or nature check. etc.
Well this is how I see it anyway.