MarkB
Legend
Going by this thread so far, it seems that many would. Which is unsurprising, as it's the recommended rule for group checks in the PHB.I instituted this for Stealth, which I know most DMs would not.
Going by this thread so far, it seems that many would. Which is unsurprising, as it's the recommended rule for group checks in the PHB.I instituted this for Stealth, which I know most DMs would not.
What everyone said about the group check rules is 100% true. Those will work in at least half or more of the situations players tend to find themselves in. I treat those as the quick and dirty rules.I'm curious how you (or your DM) handle group skill challenges. You know, situations in the game where success or failure depends on the entire group contributing. Things like:
How does your table handle that?
- Everyone trying to sneak past a sleeping monster (Stealth).
- The group trying to hunt and forage for nearby food and fresh water (Survival).
- The party spending an afternoon at the market, listening for rumors (Investigation).
- Everyone hanging out at the docks, on the lookout for a wanted criminal (Perception).
- And so on and so forth. Basically, any situation where the entire group is using combined effort to overcome a singular challenge.
Do you have everyone in the group make the same Skill check, and then average the results? take the highest/lowest?
Do you only ask characters who are proficient with that skill to make the roll?
Do you ask one player to make the check with Advantage (which assumes someone else in the party is using the Help action)?
Do you combine all of the results, against a higher DC?
Do you do something else entirely?
In a recent game, my players were traveling through a canyon (in a miles-spanning necropolis) to reach a tomb. They found skeletal giant vultures resting in a dormant state on several rocky protrusions and canyon walls. The players wanted to sneak past, but it was clear they didn't have sufficient cover or invisibility to sneak the whole way – in other words, it would come down to a sprint, the only question was how far of a sprint. So I used an average of everyone's Stealth rolls to determine how many squares away from the closest skeletal vulture they would start. I think the formula I used was 20 - average Stealth roll in squares (5-foot). IIRC they started 7 squares away.
- Everyone trying to sneak past a sleeping monster (Stealth).
I've only ever had two players express interest in food gathering simultaneously, so it became a Help situation where one player rolled with advantage. In the greater context of exploration, for instance during Tomb of Annihilation, I assembled/created several fun random flora & fauna tables, as well an unexpected discovery tables – so besides the Survival check, I'd also have players roll on one or more of those tables. At one point there were 3 PCs with herbalism kit proficiency, but we tended to resolve each independently because they wanted a maximum diversity of herbs.
- The group trying to hunt and forage for nearby food and fresh water (Survival).
Last time I did this, there was no ability check. Instead I had each player roll on a Rumors Table, and then narrated each of them acquiring their rumor in a way suiting that PC's background / story / character. It's extremely rare in my games for "listening for rumors" to have a meaningful consequence of failure, so I prefer not to attach an ability check. The only time I recall asking for a check was when the PCs were trying to ask around discretely to avoid attracting unwanted attention – but there were actually multiple abilities/skills involved in that case.
- The party spending an afternoon at the market, listening for rumors (Investigation).
Last game my players were tracking a criminal to the docks. I seeded multiple clues. The way I handle clues has a lot in common with the GUMSHOE role-playing game – I don't typically "gate" them behind an ability check; instead you go to the area with the clue, or you ask the person with the clue? You get the clue. It's the interpretation of the clue where you need to put on your thinking cap. For example, they were able to learn from witnesses that the dead criminal was loaded onto a funeral barge, however they clearly found his footprints and no sign of blood, injury, or combat. One minute he was standing, next he was on his back.
- Everyone hanging out at the docks, on the lookout for a wanted criminal (Perception).
Are you not a fan the core rules group checks (more than half need to succeed)?One thing I really dislike are checks where everyone rolls, but a single success (such as a knowledge check) means, effectively, the whole party succeeds, or a single failure (such as a Stealth check) means the whole party fails. Same goes for the 20 goblins example. Do we want Stealth to actually be possible for groups or not? Do want the party to have a reasonable chance of not knowing something or not?
In situations like that (best or worse result is effectively party result), I only roll one d20 for the whole group, and everyone individually adds their modifier (not all combined) to get their personal result. This means the best or worst party member carries the day, but there isn't super Advantage/Disadvantage from a bunch of rolls.
If more than one person in the group is proficient in the check (or no proficiency applies), then two people can roll (for purposes of visualizing individual results, I randomly assign each other party member to share one of the d20 rolls), or Advantage can be applied. (This only applies when it's the single success = party success scenario, since those are mutually exclusive with single failure = party failure.)
I also use RAW group checks in situations where they could help each other. In Stealth situations where the group is sneaking together, I give them the choice of which system to use.
I also require increasingly greater amounts of time for rechecks. So picking a lock might require 1 action for the first try, 1 minute for the next, 1 hour for the third, then a day, week, month, and then that stupid lock is your bane and you just can't figure out how it's built.
If the situation substantially changes, you can also make a new check.
I like the way these systems work together for skill/ability checks. It gives me results that create a consistent and believable world, and works game-wise.
Yeah, that's what I meant by the RAW group checks. I usually use them in situations where it feels like the ability of the party to cover for each other and drag each other down are both present, and it really is something they are working together on as a group, while I use my other system when a single best or worse roll really should get the job done (such as a group check to recall lore--why would the wizard be less likely to know the answer because of what others rolled?)Are you not a fan the core rules group checks (more than half need to succeed)?
Yeah, that's what I meant by the RAW group checks. I usually use them in situations where it feels like the ability of the party to cover for each other and drag each other down are both present, and it really is something they are working together on as a group, while I use my other system when a single best or worse roll really should get the job done (such as a group check to recall lore--why would the wizard be less likely to know the answer because of what others rolled?)
If they're doing it as a group, it might be that two or more people come up with different recollections, and the group can't decide which one is accurate.Yeah, that's what I meant by the RAW group checks. I usually use them in situations where it feels like the ability of the party to cover for each other and drag each other down are both present, and it really is something they are working together on as a group, while I use my other system when a single best or worse roll really should get the job done (such as a group check to recall lore--why would the wizard be less likely to know the answer because of what others rolled?)
Same here. The primary person can discuss it with others (if proficient) and get advantage.If they're doing it as a group, it might be that two or more people come up with different recollections, and the group can't decide which one is accurate.
But for knowledge checks I try to limit it to the person with the best modifier rolling, and getting advantage on the check if someone helps them.
I guess ultimately it depends on the challenge like so:I'm curious how you (or your DM) handle group skill challenges. You know, situations in the game where success or failure depends on the entire group contributing. Things like:
- Everyone trying to sneak past a sleeping monster (Stealth).
- The group trying to hunt and forage for nearby food and fresh water (Survival).
- The party spending an afternoon at the market, listening for rumors (Investigation).
- Everyone hanging out at the docks, on the lookout for a wanted criminal (Perception).
- And so on and so forth. Basically, any situation where the entire group is using combined effort to overcome a singular challenge.
On a related note, I'd love to know more about Matt Mercer's group checks for the Raise Dead spell. It's obviously some kind of ritual, and some kind of challenge, but that's all that I can really say about it without seeing his notes.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.