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<blockquote data-quote="Grainger" data-source="post: 6619585" data-attributes="member: 6779234"><p>When someone in the group makes an ability check (including skill checks), I make them choose one - and only one - PC to do it. This represents the party's best attempt to do that thing, and if that roll fails, then none of them are going to make it. So, for example, if a Perception check is being made to notice something, they only get one chance. Otherwise, with one attempt per PC (and NPC with the party), they're going to succeed nearly all the time; someone's usually going to make the roll, and it renders the point of rolling pointless IMO. This is particularly bad with NPCs who are trying to deceive the party - someone's always going to make their Insight check if everyone gets to roll. With trivial things, I don't make them roll anyway - this is only for things that are reasonably difficult to do.</p><p></p><p>That said (and this is more of a good DMing trick, but it relates to the above house rule), I wouldn't put an obstacle in their way that they <em>had</em> to get through in order for the adventure to continue, and allow only one way to get past it. For example, I wouldn't put a locked door in their way, but only allow a Strength check to break it down (unless it was a side area that isn't essential to visit). I'd also allow them to come up with other ways to get through it, or provide alternative routes.</p><p></p><p>I might add that this house rule stops the classic situation where the burly fighter can't break a door down, but the weedy wizard does it with ease. That kind of thing is funny when it happens occasionally, but it happens too often if we just let everyone try at every task.</p></blockquote><p></p>
[QUOTE="Grainger, post: 6619585, member: 6779234"] When someone in the group makes an ability check (including skill checks), I make them choose one - and only one - PC to do it. This represents the party's best attempt to do that thing, and if that roll fails, then none of them are going to make it. So, for example, if a Perception check is being made to notice something, they only get one chance. Otherwise, with one attempt per PC (and NPC with the party), they're going to succeed nearly all the time; someone's usually going to make the roll, and it renders the point of rolling pointless IMO. This is particularly bad with NPCs who are trying to deceive the party - someone's always going to make their Insight check if everyone gets to roll. With trivial things, I don't make them roll anyway - this is only for things that are reasonably difficult to do. That said (and this is more of a good DMing trick, but it relates to the above house rule), I wouldn't put an obstacle in their way that they [I]had[/I] to get through in order for the adventure to continue, and allow only one way to get past it. For example, I wouldn't put a locked door in their way, but only allow a Strength check to break it down (unless it was a side area that isn't essential to visit). I'd also allow them to come up with other ways to get through it, or provide alternative routes. I might add that this house rule stops the classic situation where the burly fighter can't break a door down, but the weedy wizard does it with ease. That kind of thing is funny when it happens occasionally, but it happens too often if we just let everyone try at every task. [/QUOTE]
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