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D&D Group Skill Checks
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<blockquote data-quote="ChristopherA" data-source="post: 4857765" data-attributes="member: 80302"><p>Take 20 is a very reasonable shortcut for any skill check in which the DM allows the players to keep rolling until they succeed, without penalty for failure. This would only apply to a minority of skill checks - it wouldn't make sense for knowledge checks or social checks, even in a non-stressful situation.</p><p> </p><p>Even for things like searching for secret doors, I rarely use such skill checks in a non-timed situation, for the same reason I avoid passive checks - it means you decide whether they succeed based on the skill bonus rather than by rolling, which I think is less fun and means that only the highest skill bonus in the party makes any difference. If the task is sufficiently tricky to require a noncombat skill check, then I set a difficulty based on the assumption that the players perform a thorough search, and allow one group skill check. Either the party is perceptive enough to find the secret door, or they are not and the adventure moves on.</p><p></p><p></p><p>__________________</p><p>Come read my game design/analysis blog at: <a href="http://forums.gleemax.com/leaving.php?destination=http://gamedesignfanatic.blogspot.com" target="_blank"><span style="color: #0000ff">http://gamedesignfanatic.blogspot.com</span></a></p></blockquote><p></p>
[QUOTE="ChristopherA, post: 4857765, member: 80302"] Take 20 is a very reasonable shortcut for any skill check in which the DM allows the players to keep rolling until they succeed, without penalty for failure. This would only apply to a minority of skill checks - it wouldn't make sense for knowledge checks or social checks, even in a non-stressful situation. Even for things like searching for secret doors, I rarely use such skill checks in a non-timed situation, for the same reason I avoid passive checks - it means you decide whether they succeed based on the skill bonus rather than by rolling, which I think is less fun and means that only the highest skill bonus in the party makes any difference. If the task is sufficiently tricky to require a noncombat skill check, then I set a difficulty based on the assumption that the players perform a thorough search, and allow one group skill check. Either the party is perceptive enough to find the secret door, or they are not and the adventure moves on. __________________ Come read my game design/analysis blog at: [URL="http://forums.gleemax.com/leaving.php?destination=http://gamedesignfanatic.blogspot.com"][COLOR=#0000ff]http://gamedesignfanatic.blogspot.com[/COLOR][/URL] [/QUOTE]
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