how is that a problem? They invested resources there, they should be rewarded for that investment.Pardon the cynicism, but don't you find that "like the most" translates to "have the best rating in" a suspicious amount of the time?
how is that a problem? They invested resources there, they should be rewarded for that investment.Pardon the cynicism, but don't you find that "like the most" translates to "have the best rating in" a suspicious amount of the time?
I've been trying to move away from multiple checks in order to keep the probabilities clear. Now, you're not quite doing the 5E group stealth check, but you are doing something very similar. And 5E group checks are basically rolling with advantage.Winning each round allows the characters to remain hidden. I need to work on the format, but at the start of the round you make a group Stealth check to cover how quiet you are being. The idea is to move away from a single check determining how the entire encounter turns out.
Exactly. And that quickly devolves into you only making checks with your best stat+skill, which quickly devolves into only letting the character with the best stat+skill roll for any given task. It's incredibly boring at the table.Pardon the cynicism, but don't you find that "like the most" translates to "have the best rating in" a suspicious amount of the time?
It would be incredibly boring but also doesn't seem to match with reality, at least in the games I've run and played in. My fighter often got caught up rolling deception or diplomacy and then with a +0 bonus. Sometimes I even succeeded. We had a rogue who was much more geared to talking to NPCs but they weren't always the ones up front talking.Exactly. And that quickly devolves into you only making checks with your best stat+skill, which quickly devolves into only letting the character with the best stat+skill roll for any given task. It's incredibly boring at the table.
Glad that Mearls version calls out skills for each challenge, which IMO I prefer.Exactly. And that quickly devolves into you only making checks with your best stat+skill, which quickly devolves into only letting the character with the best stat+skill roll for any given task. It's incredibly boring at the table.
Yeah, it's good to have some idea of skills to use and just be adaptable to any skills the players might be creative enough to use. I think that's how it worked in 4e (been a while since i checked), a bunch of skills were suggested but others could be used if they made sense.Glad that Mearls version calls out skills for each challenge, which IMO I prefer.
It's matches my experience with 5E perfectly. That's why I said it. In 10 years of playing and running the game, only the first few months did players "allow" someone without the best stat+skill combo to roll for things. After that, 100% of every 5E games I've been involved in have started from the premise of only the best is ever "allowed" to even attempt the check. No matter what I did as a referee, the players always objected to having someone other than the best stat+skill character roll for things. They'd twist themselves into knots to justify only that character rolling. It's tedious as hell. Glad your experience is different.It would be incredibly boring but also doesn't seem to match with reality, at least in the games I've run and played in. My fighter often got caught up rolling deception or diplomacy and then with a +0 bonus. Sometimes I even succeeded. We had a rogue who was much more geared to talking to NPCs but they weren't always the ones up front talking.
Most 4e skill challenges offered you several different approaches to solving them using different skills, often with varying DCs based on which skill you chose. You could often (for ex) brute force your way past an challenge using Athletics at a high DC, or use Arcana at a lower DC to manipulate some magical effect to do things more easily. Sometimes there were further conditions like only being able to test on a specific skill a limite dnumber of times, or needing to pass a skill check using one skill to allow different skills to be used as a follow-up. Didn't always work well, but at least it didn't tie everything to one skill.I think that's how it worked in 4e (been a while since i checked), a bunch of skills were suggested but others could be used if they made sense.