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<blockquote data-quote="Charlaquin" data-source="post: 7807016" data-attributes="member: 6779196"><p>I believe that this is a guiding principle of Elfcrusher’s, in the same way that “never tell the players what their characters do” is one of mine. There’s nothing necessarily <em>wrong</em> with everyone in the group wanting a try at a check, but it’s something Elfcrusher finds undesirable at their table, and so they (he?) tailor the way they adjudicate actions to avoid it happening.</p><p></p><p>[USER=6801328]@Elfcrusher[/USER]: If I’ve correctly identified your reason for not wanting to call for checks that don’t have outcomes worse than not attempting, have you considered adjusting the way you handle teamwork? Personally, I think the Group Check rules are kind of rubbish. What I do is, when there’s an action that the party is working on together as a group, I determine if the action would succeed if any individual succeeds (for example, when sweeping an area for a hidden enemy) or if it would fail if any individual fails (for example, when trying to travel stealthily as a group). In the former case, I ask that the character with the highest modifier make the check, and grant them advantage if anyone in the group would have advantage. In the latter case, I ask that the character with the lowest modifier make the check, and impose disadvantage if anyone in the group would have disadvantage. I find this covers most situations where everyone would want a go at something.</p></blockquote><p></p>
[QUOTE="Charlaquin, post: 7807016, member: 6779196"] I believe that this is a guiding principle of Elfcrusher’s, in the same way that “never tell the players what their characters do” is one of mine. There’s nothing necessarily [i]wrong[/i] with everyone in the group wanting a try at a check, but it’s something Elfcrusher finds undesirable at their table, and so they (he?) tailor the way they adjudicate actions to avoid it happening. [USER=6801328]@Elfcrusher[/USER]: If I’ve correctly identified your reason for not wanting to call for checks that don’t have outcomes worse than not attempting, have you considered adjusting the way you handle teamwork? Personally, I think the Group Check rules are kind of rubbish. What I do is, when there’s an action that the party is working on together as a group, I determine if the action would succeed if any individual succeeds (for example, when sweeping an area for a hidden enemy) or if it would fail if any individual fails (for example, when trying to travel stealthily as a group). In the former case, I ask that the character with the highest modifier make the check, and grant them advantage if anyone in the group would have advantage. In the latter case, I ask that the character with the lowest modifier make the check, and impose disadvantage if anyone in the group would have disadvantage. I find this covers most situations where everyone would want a go at something. [/QUOTE]
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