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A case where the 'can try everything' dogma could be a problem
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<blockquote data-quote="pming" data-source="post: 6673539" data-attributes="member: 45197"><p>Hiya!</p><p></p><p> What I've been doing is making it a single "group roll". Whomever has the skill and/or has the highest bonus is the roller. For every other PC that actually has the skill, +2. For ever PC that doesn't have the skill, +1. If the total additional bonuses due to other PC's hits +6 or greater, then the roll is at advantage in stead (the rollers total bonuses is still used), with an additional +2.</p><p></p><p>Ex #1: Five PC's all attempt a Knowledge - History check. The DC is 20 (obscure). The Wizard in the group has the highest Skill Rating in it, with +6. One other character has the skill (worth +2), and the other 3 characters each put in their 2 cp's (each worth an additional +1, so +3 more). This gives a "group bonus" of +5. The Wizard rolls at +11 to his check.</p><p></p><p>Ex #2: Same group as above, but lets say <em>three</em> characters have the skill in addition to the wizard, with only one PC without the skill. Each of the three skilled helpers adds +2, for a +6, and the extra PC adds another +1. The total "group bonus" would be +7...but as that is over +5, I just drop it and let the Wizard roll with Advantage, adding his normal +6 skill rating, +2 for a total of +8.</p><p></p><p>Why? Simplicity and it keeps the players from "meta-gaming" a bit. They know that once they hit +6 or more, it doesn't matter...so trying to min/max your character to get the highest Stealth, Acrobatics, Investigation, or whatever is only a "character building thing"; whomever has the highest bonus rolls; maybe it's your PC, maybe it isn't. If it isn't, then your PC is only "worth" +2...you don't get to roll your awesome skill check every time it's a "group thing". In particular, I've found it very useful and quick for when the group says "We search the room". I can just have the highest Investigation PC roll, add bonuses for other characters also helping in the search, and be done with it. One roll. As a group. Everyone contributing. If something is found in the room, I roll randomly to determine who 'actually' found it.</p><p></p><p>Same thing goes with social "combats"...where the PC's are Investigating a crime, or trying to "persuade" a potential employer to front them horses, saddles and tack up front, or trying to Survive a blizzard in a high, cold, mountain pass. It's a group thing now...not a bunch of individuals who all happen to be in the same location trying to do the same thing. It just..<em>feels right</em>, I guess.</p><p><em></em></p><p><em>EDIT: Sorry, forgot the +2 "extra" bonus for breaking +6 to get Advantage.</em></p><p></p><p>^_^</p><p></p><p>Paul L. Ming</p></blockquote><p></p>
[QUOTE="pming, post: 6673539, member: 45197"] Hiya! What I've been doing is making it a single "group roll". Whomever has the skill and/or has the highest bonus is the roller. For every other PC that actually has the skill, +2. For ever PC that doesn't have the skill, +1. If the total additional bonuses due to other PC's hits +6 or greater, then the roll is at advantage in stead (the rollers total bonuses is still used), with an additional +2. Ex #1: Five PC's all attempt a Knowledge - History check. The DC is 20 (obscure). The Wizard in the group has the highest Skill Rating in it, with +6. One other character has the skill (worth +2), and the other 3 characters each put in their 2 cp's (each worth an additional +1, so +3 more). This gives a "group bonus" of +5. The Wizard rolls at +11 to his check. Ex #2: Same group as above, but lets say [I]three[/I] characters have the skill in addition to the wizard, with only one PC without the skill. Each of the three skilled helpers adds +2, for a +6, and the extra PC adds another +1. The total "group bonus" would be +7...but as that is over +5, I just drop it and let the Wizard roll with Advantage, adding his normal +6 skill rating, +2 for a total of +8. Why? Simplicity and it keeps the players from "meta-gaming" a bit. They know that once they hit +6 or more, it doesn't matter...so trying to min/max your character to get the highest Stealth, Acrobatics, Investigation, or whatever is only a "character building thing"; whomever has the highest bonus rolls; maybe it's your PC, maybe it isn't. If it isn't, then your PC is only "worth" +2...you don't get to roll your awesome skill check every time it's a "group thing". In particular, I've found it very useful and quick for when the group says "We search the room". I can just have the highest Investigation PC roll, add bonuses for other characters also helping in the search, and be done with it. One roll. As a group. Everyone contributing. If something is found in the room, I roll randomly to determine who 'actually' found it. Same thing goes with social "combats"...where the PC's are Investigating a crime, or trying to "persuade" a potential employer to front them horses, saddles and tack up front, or trying to Survive a blizzard in a high, cold, mountain pass. It's a group thing now...not a bunch of individuals who all happen to be in the same location trying to do the same thing. It just..[I]feels right[/I], I guess. [I] EDIT: Sorry, forgot the +2 "extra" bonus for breaking +6 to get Advantage.[/I] ^_^ Paul L. Ming [/QUOTE]
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