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Group Skill Checks (Too Many Cooks)
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<blockquote data-quote="toucanbuzz" data-source="post: 9513207" data-attributes="member: 19270"><p>My solutions for group checks has reduced the # of folks who roll when they clearly have no other reason than they might get lucky with the dice:</p><p></p><p><strong>Searching, Foraging, Knowledge, etc. </strong></p><ul> <li data-xf-list-type="ul">I only count the highest success. Any other successes are just concurring or duplicating effort. If failures outnumber successes, the failures actually convince the group they're correct. Otherwise I rule failures give cumulative -2 to the success roll and might turn a success into failure by sowing doubt or confusion into the group.</li> </ul><p>With this in play, my gamers are less inclined to try to roll Knowledge if they have no proficiency or background at all as they might, through their character's ignorance of the subject material, muddle the conversation.</p><p></p><p><strong>Everyone needs to succeed, e.g. Stealth</strong></p><ul> <li data-xf-list-type="ul">Any failures trigger a chance for a negative outcome, such as the enemy making a Perception check. I'm not a believer that if 3/4 folks are stealthy, that Fred the Fighter's failure while wearing heavy plate armor and bells is ignored.</li> </ul><p><strong>Lending a Hand, e.g. Lifting a gate, putting out a fire</strong></p><ul> <li data-xf-list-type="ul">I'm okay if it makes sense to allow the Help action (an 8 Strength character shouldn't be able to contribute to an 18 Strength character trying to lift a portcullis), or I set a threshold like in prior editions (it takes 25 total STR to lift the gate, two medium creatures can try). </li> </ul></blockquote><p></p>
[QUOTE="toucanbuzz, post: 9513207, member: 19270"] My solutions for group checks has reduced the # of folks who roll when they clearly have no other reason than they might get lucky with the dice: [B]Searching, Foraging, Knowledge, etc. [/B] [LIST] [*]I only count the highest success. Any other successes are just concurring or duplicating effort. If failures outnumber successes, the failures actually convince the group they're correct. Otherwise I rule failures give cumulative -2 to the success roll and might turn a success into failure by sowing doubt or confusion into the group. [/LIST] With this in play, my gamers are less inclined to try to roll Knowledge if they have no proficiency or background at all as they might, through their character's ignorance of the subject material, muddle the conversation. [B]Everyone needs to succeed, e.g. Stealth[/B] [LIST] [*]Any failures trigger a chance for a negative outcome, such as the enemy making a Perception check. I'm not a believer that if 3/4 folks are stealthy, that Fred the Fighter's failure while wearing heavy plate armor and bells is ignored. [/LIST] [B]Lending a Hand, e.g. Lifting a gate, putting out a fire[/B] [LIST] [*]I'm okay if it makes sense to allow the Help action (an 8 Strength character shouldn't be able to contribute to an 18 Strength character trying to lift a portcullis), or I set a threshold like in prior editions (it takes 25 total STR to lift the gate, two medium creatures can try). [/LIST] [/QUOTE]
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