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Group skill checks
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<blockquote data-quote="Noumenon" data-source="post: 5675818" data-attributes="member: 70102"><p>This is an amazing solution. It brings stealth into group play instead of being something only the rogue can do by himself, and it uses the skill challenge mechanic to turn stealth from a single pass-fail group check into a longer scenario with some tension.</p><p></p><p>Here's what I'd do for a four-person party:</p><ul> <li data-xf-list-type="ul">Skill challenge is four successes before three failures.</li> <li data-xf-list-type="ul">Everyone has to roll Stealth.</li> <li data-xf-list-type="ul">For anyone who fails stealth, the DM or players narrate a reason why (like Alphastream's knocked-over vase or S'mon's uncovered metal wristwatch).</li> <li data-xf-list-type="ul">Anyone who passed their stealth (but no one else) can now use their other skills to try to earn another success by covering up for the stealth error. (for example, Acrobatics to catch the vase, Survival to scare up a flock of birds that covers the noise, Disguise to cover the wristwatch).</li> <li data-xf-list-type="ul">The DC for this check is 6 higher than the original Stealth check (represents the fact that things have been botched and that ruleswise, we're substituting good trained skill checks for untrained Stealth checks). </li> </ul><p>In practice, if only one character out of four has a bad roll you can usually recover (you need one good roll before two bad ones), and if two characters fail you can still save with two good rolls in a row. Four good rolls or three bad ones complete the skill challenge on the first roll, so not every stealth check will turn into a series of checks.</p><p></p><p>I just love how much narration and tension this adds to stealth scenes. I love how it lets the Stealth trained character shine and save the party. I love how it makes stealth a group activity, with group rewards like surprise rounds and skipped combats. No more spotlight-stealing rogues sneaking off alone and getting ambushed, this is a great group check mechanic for a group game.</p></blockquote><p></p>
[QUOTE="Noumenon, post: 5675818, member: 70102"] This is an amazing solution. It brings stealth into group play instead of being something only the rogue can do by himself, and it uses the skill challenge mechanic to turn stealth from a single pass-fail group check into a longer scenario with some tension. Here's what I'd do for a four-person party: [LIST][*]Skill challenge is four successes before three failures. [*]Everyone has to roll Stealth. [*]For anyone who fails stealth, the DM or players narrate a reason why (like Alphastream's knocked-over vase or S'mon's uncovered metal wristwatch). [*]Anyone who passed their stealth (but no one else) can now use their other skills to try to earn another success by covering up for the stealth error. (for example, Acrobatics to catch the vase, Survival to scare up a flock of birds that covers the noise, Disguise to cover the wristwatch). [*]The DC for this check is 6 higher than the original Stealth check (represents the fact that things have been botched and that ruleswise, we're substituting good trained skill checks for untrained Stealth checks). [/LIST] In practice, if only one character out of four has a bad roll you can usually recover (you need one good roll before two bad ones), and if two characters fail you can still save with two good rolls in a row. Four good rolls or three bad ones complete the skill challenge on the first roll, so not every stealth check will turn into a series of checks. I just love how much narration and tension this adds to stealth scenes. I love how it lets the Stealth trained character shine and save the party. I love how it makes stealth a group activity, with group rewards like surprise rounds and skipped combats. No more spotlight-stealing rogues sneaking off alone and getting ambushed, this is a great group check mechanic for a group game. [/QUOTE]
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