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<blockquote data-quote="jbear" data-source="post: 5675960" data-attributes="member: 75065"><p>You're starting to go down the path of how I tend to handle failures, but I avoid 'lowest steath PC rolls' situation like the plague. It just don't like how it feels. I'm all for low stealt being penalised, but I don't like the whole onus placed on that one roll or always that one player with a dwarven cleric in chainmail with 8 dex ... what about the elven ranger who has trained and has 20 dex... surely they should share some of the weight?</p><p></p><p>So I do the following:</p><p></p><p>Group check = everyone has to roll as the situation engages everyone.</p><p></p><p>One PC can choose to lead; Hard DC: This will give the skilled PC a chance to shine. Success means s/he makes things easier for the rest of the group. Depending on the situation, or say the roll exceeds DC by 5+ then the rest of group rolls moderate DC with a +2 bonus or DC is lowered to easy. If the leader fails then the reverse is true, depending on the situation or degree of failure, -5 or more then the group rolls moderate DC or DC is increased to a Hard DC. </p><p></p><p>Failures of any kind in a group check matter, always. Player or DM describe what the failure has caused; inevitably something bad has happened or the situation has changed negatively in some way depending on the situation, involving the PC or PCs that failed the check taht needs to be resolved by the group immeadiately before they can carry on towards their goal. </p><p></p><p>Leaders that have lead successfully have the chance to counteract these 'lesser failures' by stepping in just in time, allowing a reroll if they make the check for them, but this will bear some sacrifice or effort on one part or the other or perhaps both depending on the situation. I usually set out the 'rules' of how a leader can counteract failure before to to use as a guide when and if the situation occurs.</p><p></p><p>All of this, it bears stressing, requires MUCH more than bland dice rolls, but descriptions, reactions and roleplay by all those involved in the dynamics of the changing situations.</p><p></p><p>So again the skilled PC can make up for the shortfallings of the clumsy dwarf, but the clumsy dwarf is still a factor when you creep into a dragon's lair, which I find is much more satisfying than hand waving it or putting all the responsability on the shoulders of the PC with stealth -2.</p></blockquote><p></p>
[QUOTE="jbear, post: 5675960, member: 75065"] You're starting to go down the path of how I tend to handle failures, but I avoid 'lowest steath PC rolls' situation like the plague. It just don't like how it feels. I'm all for low stealt being penalised, but I don't like the whole onus placed on that one roll or always that one player with a dwarven cleric in chainmail with 8 dex ... what about the elven ranger who has trained and has 20 dex... surely they should share some of the weight? So I do the following: Group check = everyone has to roll as the situation engages everyone. One PC can choose to lead; Hard DC: This will give the skilled PC a chance to shine. Success means s/he makes things easier for the rest of the group. Depending on the situation, or say the roll exceeds DC by 5+ then the rest of group rolls moderate DC with a +2 bonus or DC is lowered to easy. If the leader fails then the reverse is true, depending on the situation or degree of failure, -5 or more then the group rolls moderate DC or DC is increased to a Hard DC. Failures of any kind in a group check matter, always. Player or DM describe what the failure has caused; inevitably something bad has happened or the situation has changed negatively in some way depending on the situation, involving the PC or PCs that failed the check taht needs to be resolved by the group immeadiately before they can carry on towards their goal. Leaders that have lead successfully have the chance to counteract these 'lesser failures' by stepping in just in time, allowing a reroll if they make the check for them, but this will bear some sacrifice or effort on one part or the other or perhaps both depending on the situation. I usually set out the 'rules' of how a leader can counteract failure before to to use as a guide when and if the situation occurs. All of this, it bears stressing, requires MUCH more than bland dice rolls, but descriptions, reactions and roleplay by all those involved in the dynamics of the changing situations. So again the skilled PC can make up for the shortfallings of the clumsy dwarf, but the clumsy dwarf is still a factor when you creep into a dragon's lair, which I find is much more satisfying than hand waving it or putting all the responsability on the shoulders of the PC with stealth -2. [/QUOTE]
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