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Group skill checks
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<blockquote data-quote="Alphastream" data-source="post: 5655578" data-attributes="member: 11365"><p>The core mechanic for a group check is "at least half the group succeeds". </p><p></p><p>Skill challenges should always feed off of the DM's story. Here are some fun things to consider:</p><p></p><ul> <li data-xf-list-type="ul">A primary skill by one PC to "chart the course" and it can assist or penalize a group check. (Ex: Perception or Nature by one PC to navigate the wilderness, then Endurance by all PCs as a group check (+/-2 depending on the initial PC's check).</li> <li data-xf-list-type="ul">Group check, but all DCs are hard and each check is a skill of the PC's choice (that the DM approves). Half must succeed. (Ex: Gala dinner, the PCs need to uncover some information, each is interacting with the other NPCs and must first pass a group check to "fit in". Failure applies a penalty to future checks (perhaps by that PC, perhaps to everyone).)</li> <li data-xf-list-type="ul">Series of checks where strategies are chosen and each check affects others. (Ex: PCs are crossing a wilderness, various tasks are listed and there is a matching skill (reveal or not depending on your style). Each PC chooses one and they are rolled in order that they are done. History to recall details, Nature to chart a course, Athletics to climb the cliff, Endurance to lead a path through the thorny brush, etc. Each failure wears down the team, using up supplies, draining surges, and/or causing future skill check penalties.)</li> </ul><p></p><p>I really like to shake things up with skill checks. It keeps things interesting and does a good job of mixing the metagame and the story in varied ways.</p></blockquote><p></p>
[QUOTE="Alphastream, post: 5655578, member: 11365"] The core mechanic for a group check is "at least half the group succeeds". Skill challenges should always feed off of the DM's story. Here are some fun things to consider: [LIST] [*]A primary skill by one PC to "chart the course" and it can assist or penalize a group check. (Ex: Perception or Nature by one PC to navigate the wilderness, then Endurance by all PCs as a group check (+/-2 depending on the initial PC's check). [*]Group check, but all DCs are hard and each check is a skill of the PC's choice (that the DM approves). Half must succeed. (Ex: Gala dinner, the PCs need to uncover some information, each is interacting with the other NPCs and must first pass a group check to "fit in". Failure applies a penalty to future checks (perhaps by that PC, perhaps to everyone).) [*]Series of checks where strategies are chosen and each check affects others. (Ex: PCs are crossing a wilderness, various tasks are listed and there is a matching skill (reveal or not depending on your style). Each PC chooses one and they are rolled in order that they are done. History to recall details, Nature to chart a course, Athletics to climb the cliff, Endurance to lead a path through the thorny brush, etc. Each failure wears down the team, using up supplies, draining surges, and/or causing future skill check penalties.) [/LIST] I really like to shake things up with skill checks. It keeps things interesting and does a good job of mixing the metagame and the story in varied ways. [/QUOTE]
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