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A case where the 'can try everything' dogma could be a problem
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<blockquote data-quote="Sword of Spirit" data-source="post: 6672148" data-attributes="member: 6677017"><p>My technique that I'm considering is to allow a maximum of two d20 rolls for something like a knowledge check where one character succeeding is as good as all succeeding.</p><p></p><p>First, I'm going to apply some sort of auto-success for proficient characters. Passive is just too good--so probably bonus +5 or something. So that tells you what sorts of stuff you just already know. It gives you basic ideas, and not necessarily specific details.</p><p></p><p>Beyond that basic knowledge, I roll d20s in secret. If only one character attempts it, it's just a standard roll. If more than one character in the group is attempting it, there are two* d20s rolled. Half of the attempting characters (determined randomly) get to use one of the rolls, and the other half get the other. Their own modifiers are applied to the d20 result to see what <em>they</em> know (or think they know).</p><p></p><p>This makes it so that sometimes the experts are wrong while their uneducated pals know the right piece of lore, but usually not. It also means that having the second best modifier is still good, because you might very well not end up using the same d20 as the character with the best mod, and end up being the one who actually beats the DC.</p><p></p><p>The two dice rule can also apply to advantage when someone is helping, which generally is some sort of check where either both characters are proficient, or no proficiency can apply to the check. Instead of rolling your own check, you can just grant the best character advantage. That's not so common for a knowledge check, but works well with a lot of other checks.</p><p></p><p>I haven't fully implemented these rules yet (though I've been doing the two dice rule for a while) but I think it's going to give me about the results I'm going for.</p><p></p><p>The overall results I expect are that generally it isn't any more effective to have 3+ characters attempt something than it is to just have the best 2 characters in the group. <em>But...</em>it can be interesting to do so anyway, because it might be the unexpected character (ie, low mod) who gets the natural 20 and ends up knowing the information that the educated characters didn't with their roll of 3. (My gut is telling me that randomly allotting who uses which die result might actually mean that adding a third character makes success less likely than just having the best two characters make their own rolls, but my tired brain is telling me to sleep first and figure that out tomorrow.)</p><p></p><p>*If we were dealing with large quantities of people, I might allow more d20s.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 6672148, member: 6677017"] My technique that I'm considering is to allow a maximum of two d20 rolls for something like a knowledge check where one character succeeding is as good as all succeeding. First, I'm going to apply some sort of auto-success for proficient characters. Passive is just too good--so probably bonus +5 or something. So that tells you what sorts of stuff you just already know. It gives you basic ideas, and not necessarily specific details. Beyond that basic knowledge, I roll d20s in secret. If only one character attempts it, it's just a standard roll. If more than one character in the group is attempting it, there are two* d20s rolled. Half of the attempting characters (determined randomly) get to use one of the rolls, and the other half get the other. Their own modifiers are applied to the d20 result to see what [I]they[/I] know (or think they know). This makes it so that sometimes the experts are wrong while their uneducated pals know the right piece of lore, but usually not. It also means that having the second best modifier is still good, because you might very well not end up using the same d20 as the character with the best mod, and end up being the one who actually beats the DC. The two dice rule can also apply to advantage when someone is helping, which generally is some sort of check where either both characters are proficient, or no proficiency can apply to the check. Instead of rolling your own check, you can just grant the best character advantage. That's not so common for a knowledge check, but works well with a lot of other checks. I haven't fully implemented these rules yet (though I've been doing the two dice rule for a while) but I think it's going to give me about the results I'm going for. The overall results I expect are that generally it isn't any more effective to have 3+ characters attempt something than it is to just have the best 2 characters in the group. [I]But...[/I]it can be interesting to do so anyway, because it might be the unexpected character (ie, low mod) who gets the natural 20 and ends up knowing the information that the educated characters didn't with their roll of 3. (My gut is telling me that randomly allotting who uses which die result might actually mean that adding a third character makes success less likely than just having the best two characters make their own rolls, but my tired brain is telling me to sleep first and figure that out tomorrow.) *If we were dealing with large quantities of people, I might allow more d20s. [/QUOTE]
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