D&D 5E Group skill checks

This is informative. The sneaking doesn't seem to be useful in your adjudication for avoiding encounters outright, but only for positioning when encounters occur. Do you see any use for a check to see if encounters don't happen at all?

EG, in the overland travel rules of the game, the party can elect to travel at a slow pace so that they don't suffer disadvantage for travelling stealthily. When this happens, is there a check to see if no encounter happens because of the sneaking, or are you enforcing planned encounters and using the stealthy travel as an input to determine positioning in those encounters? I very much allow for the former -- I wouldn't use a group check to determine positioning in an encounter, but whether one was warranted at all.
By encounter, I mean an event in which the party and a creature or group of creatures come within “sighting distance” of one another. These can be randomly determined at set intervals or part of established fiction. The party can avoid such encounters with a stealthy approach if the sighting distance is outside of audible range, no check required, but if the distance is close enough then the only way the party will remain unnoticed and have the option to avoid is when every member succeeds on a Stealth check. Of course if both sides are stealthy and unnoticed, the encounter is negated entirely.
 

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By encounter, I mean an event in which the party and a creature or group of creatures come within “sighting distance” of one another. These can be randomly determined at set intervals or part of established fiction. The party can avoid such encounters with a stealthy approach if the sighting distance is outside of audible range, no check required, but if the distance is close enough then the only way the party will remain unnoticed and have the option to avoid is when every member succeeds on a Stealth check. Of course if both sides are stealthy and unnoticed, the encounter is negated entirely.
How do you determine which occurs?
 

How do you determine which occurs?
I’m not sure what you’re asking. What type of encounter or whether the sighting distance is shorter than the audible distance? Assuming the latter, sighting distance can be determined randomly depending on terrain type or by established fiction regarding interior spaces. Audible distance is determined randomly.
 

I’m not sure what you’re asking. What type of encounter or whether the sighting distance is shorter than the audible distance? Assuming the latter, sighting distance can be determined randomly depending on terrain type or by established fiction regarding interior spaces. Audible distance is determined randomly.
So encounters happen at fixed intervals (ie, either on a timeline or by random event roll). This timing is unmodified by stealth. Then, a random sighting distance is checked for. If and only if that sighting distance is shorter than the range a party may be heard will stealth have any impact. If sighting distance is longer, the party is automatically seen regardless of stealth. If sighting is shorter, individual stealth checks must be made to determine who can be hidden at the start of the encounter. Yes?

So attempting to move stealthily has no bearing on encounter frequency or likelihood, only on tactical positioning when encounters occur. In the rare case that a party has an encounter where they can use stealth and all successfully do, then the party may choose to sneak away and avoid that encounter. This is the only manner in which a party might successfully avoid an encounter using stealth. Do I have this right?
 

So encounters happen at fixed intervals (ie, either on a timeline or by random event roll). This timing is unmodified by stealth. Then, a random sighting distance is checked for. If and only if that sighting distance is shorter than the range a party may be heard will stealth have any impact. If sighting distance is longer, the party is automatically seen regardless of stealth. If sighting is shorter, individual stealth checks must be made to determine who can be hidden at the start of the encounter. Yes?

So attempting to move stealthily has no bearing on encounter frequency or likelihood, only on tactical positioning when encounters occur. In the rare case that a party has an encounter where they can use stealth and all successfully do, then the party may choose to sneak away and avoid that encounter. This is the only manner in which a party might successfully avoid an encounter using stealth. Do I have this right?
Not quite, there are a few things to clear up. First, use of stealth potentially has an impact under all circumstances. For creatures using stealth, if sighting distance is within audible range of quiet noise, then as you say individual checks determine who is hidden. But if sighting distance is greater than the audible range of quiet noise, creatures using stealth are not noticed regardless of their individual check result. So the opportunities to avoid encounters by using stealth in my game are a bit broader than what you’ve described.
 

Not quite, there are a few things to clear up. First, use of stealth potentially has an impact under all circumstances. For creatures using stealth, if sighting distance is within audible range of quiet noise, then as you say individual checks determine who is hidden. But if sighting distance is greater than the audible range of quiet noise, creatures using stealth are not noticed regardless of their individual check result. So the opportunities to avoid encounters by using stealth in my game are a bit broader than what you’ve described.
That seems to be exactly what I said! So, in your game, stealth pretty much is a mainly tactical tool. Only random chance allows it to be strategic.
 

So, according to the PHB, when a group skill check happens, if at least half the characters involved succeed, the group succeeds. Where I would expect this to come up most often is Stealth checks when moving as a group. Success would be overcoming the passive Perceptions of any possible foes. My question is that the wording reads "at least half." So since in DnD you always round down, if you had say 5 PCs, do they need only 2 successes? It feels a bit too easy. I'm not asking RAW. I'm asking what people think.
I think the question at hand has already been answered, and I agree that "at least half" means no less than 50% without rounding, so 2 out of 5 is not enough, but 2 out of 4 is.

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On the more general topic of group checks, I think it's a great 5e rule, even though I do not use it in every circumstances.

My quick way to choose whether to use it or not is to ask myself: "is the group going to succeed/fail as a whole?" and if the answer is yes, then probably a group check is the way to go.

Some examples...

1) The group is trying to climb over a castle wall to get inside -> group Strength(Athletic) check vs fixed DC

The idea is that if the purpose is for the whole group to get past the wall, they either all make it, or even those who would make it decide not to, in order not to split the party. The group check represents the best climbers helping out the worst climbers, but possibly being dragged down by the effort.

2) The group is trying to convince the king to provide them shelter -> group Charisma(Persuasion) check vs fixed DC

Here the idea is that even if only one person does the talking, the behaviour of the comrades matters. Maybe the king notices that one of the allies looks suspicious, has bad manners, or just farted... all of which can negatively condition the talking. If they are instead behaving properly even if not talking in first person, they can subtly increase the chances of success by making the whole group look more believable.

I like using group checks in social situations because of a few reasons. One of them is that it helps avoiding the old cliché when one PC maximizes Charisma and everybody else dumps it, viceversa it rewards every point spent by anyone on that Charisma score. Then it also encourages the players to participate in roleplaying the encounter without fear that their not-specialized character will individually be responsible of failure, because their own roll result is lumped together with the others. And no, it doesn't help to send only the Bard do the talking and everybody else doesn't even get into the room to avoid rolling, because numbers make might and 1 person instead of a small army of 5 trying to convince the king means the DC will be higher in that case.

3) Navigating a dungeon/forest when lost -> group Intelligence/Wisdom(Survival) check vs fixed DC

Should it happen that the group gets lost, instead of roleplaying an hour of randomly trying directions, I give them a group check to find the right way. This is very much a group effort, because even if the best PCs would more easily find the way if they were alone, since they are in the group the others will want their opinion to matter, and can lead even the ones who would get it right to be convinced into making a mistake.

4) Sneaking past enemies to avoid a fight -> group Dexterity(Stealth) check vs passive Perception (if routinely aware) or Perception checks (if actively searching for the PCs)

If the purpose if to wholly avoid a fight, then the group succeeds or fails as a whole, and it doesn't matter who spoiled the effort.

Here the slight complication is that, when there is more than one enemy, they might have different passive Perception scores or check results. But as a matter of fact, it only matters if ONE of the enemy notices the PCs, so I only need to compare the group checks with the highest Perception score/result of all the enemies. Then the sneaking effort is spoiled, the group is discovered and the enemies alert each other. If it turns into a battle (it doesn't always have to), nobody is surprised.

5) Making an ambush -> group Dexterity(Stealth) check vs passive Perception or Perception checks

This is different: the PCs are trying to stay unnoticed but ALSO try to get an advantage when they start the fight. Barring rare cases when they might decide not to attack after all at the very last instant, they WILL attack. For surprise, it does matter whether each one of the enemies notices them before it's too late or not, so the group check results are compared to each one of the enemies passive scores or checks. Which one between passive or roll, it depends on whether I care for some variety or not... most of the times I prefer the monsters to roll, but if there are too many of them, then I might roll once per group of monsters with the same Perception score (e.g. one roll for all orcs, one for all bandits etc.); other times I just don't care and I use their passive scores even if that means less randomness.

This case works notably differently when the monsters are making an ambush against the PCs. In that case I hate that the best PCs are never surprised if the worst PCs are not, and viceversa that the worst PCs are always surprised if the best PCs are, which is what you get when using passive Perception, so I always ask the players to roll Perception for surprise.

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A notable case when I DON'T use group checks is with Knowledge skills. You can use them if you like, but personally I always treat knowledge a bit differently from all other skills. There is always a potentially immense amount of lore that may or may not be known, but at the same time I like having fantasy worlds based on scarcity of knowledge source (very unlike our real world). I want there to be a REAL difference between characters who study a field of knowledge and those who don't, not just a few points of difference on a d20 check. Because of that, I enforce rule 0 to not even allow a Knowledge check to a PC that is not proficient on the specific field of lore: you either invest in the proficiency, or you're not going to answer any question except the most basic. But then for basic common knowledge such as "who is the goddess of Magic?" or "what's the nearest city north of Waterdeep?" I won't even require a roll. That means I hardly even have to consider group Knowledge checks, but if it happens than multiple PCs have the same Knowledge proficiency, then I still don't use group checks but instead reward them more by having EACH of them roll separately so that ONE succeeding is enough.
 

That seems to be exactly what I said! So, in your game, stealth pretty much is a mainly tactical tool. Only random chance allows it to be strategic.
Apart from that you had “automatically seen” where I have “not noticed”, then yes! As for tactical versus strategic uses of stealth, use to avoid encounters while traveling is not guaranteed but chances are pretty good given that (1) creatures using stealth at sighting distance are considered to be staying out of sight, and (2) randomly determined audible distance of creatures trying to stay quiet averages 35 feet (2d6 x 5), so you have to be pretty close for this to even go to a check. I think you’re right in that the impact of a Stealth check (if it comes to that) is going to be felt at the tactical rather than strategic level of play. That doesn’t stop the decision to use stealth from being made at the strategic level.
 

Apart from that you had “automatically seen” where I have “not noticed”, then yes! As for tactical versus strategic uses of stealth, use to avoid encounters while traveling is not guaranteed but chances are pretty good given that (1) creatures using stealth at sighting distance are considered to be staying out of sight, and (2) randomly determined audible distance of creatures trying to stay quiet averages 35 feet (2d6 x 5), so you have to be pretty close for this to even go to a check. I think you’re right in that the impact of a Stealth check (if it comes to that) is going to be felt at the tactical rather than strategic level of play.
Honestly, I think we could have saved quite a bit of time had you been upfront that you have a large selection of house rules you refer to when you run stealth. "I don't use group checks because I have an extensive set of house rules to cover things" would have been a great start and stop!
 

Honestly, I think we could have saved quite a bit of time had you been upfront that you have a large selection of house rules you refer to when you run stealth. "I don't use group checks because I have an extensive set of house rules to cover things" would have been a great start and stop!
I didn’t think it was necessary to explicate the way I handle stealth in my game until you asked, considering that the conversation up to that point was focused on checks rather than on how stealth is handled in a broader sense. For instance, I have no idea how you or anyone else involved in this discussion handles stealth in their games. Admittedly, I think this does make these conversations somewhat difficult.
 

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