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How Would You Implement Skill Deficiencies in D&D 5e?
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<blockquote data-quote="JiffyPopTart" data-source="post: 8937421" data-attributes="member: 4881"><p>There are some times it makes sense for every player to roll an individual skill check...but there are also times where it makes more sense to limit the party to single roll to represent a group action.</p><p></p><p>Take Stealth as an example.</p><p></p><p>During combat rounds, every character who wants to hide is going to need to make their own individual roll.</p><p></p><p>But how about outside of combat? Say the party want to set up an ambush along a trail. In this case it might be appropriate to have the party generate a single roll collectively and use that number for the entire side.</p><p></p><p>Or maybe the rogue helps everyone on one side of the trail hide (rolling a number for that group) and then she goes and hides on the opposite side by herself (rolling a second number).</p><p></p><p>Generally I have the party nominate one player to make a single collective roll for any activity that the entire party is taking part in. I then allow the others characters to Help, cast Guidance, or do something else during that time. Maybe a really low score to "help" has the opposite effect, or maybe just helping in general gives advantage without the need for a roll.</p><p></p><p>Overall I think the skill system works best when you treat different situations with different combinations of skill resolution methods.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 8937421, member: 4881"] There are some times it makes sense for every player to roll an individual skill check...but there are also times where it makes more sense to limit the party to single roll to represent a group action. Take Stealth as an example. During combat rounds, every character who wants to hide is going to need to make their own individual roll. But how about outside of combat? Say the party want to set up an ambush along a trail. In this case it might be appropriate to have the party generate a single roll collectively and use that number for the entire side. Or maybe the rogue helps everyone on one side of the trail hide (rolling a number for that group) and then she goes and hides on the opposite side by herself (rolling a second number). Generally I have the party nominate one player to make a single collective roll for any activity that the entire party is taking part in. I then allow the others characters to Help, cast Guidance, or do something else during that time. Maybe a really low score to "help" has the opposite effect, or maybe just helping in general gives advantage without the need for a roll. Overall I think the skill system works best when you treat different situations with different combinations of skill resolution methods. [/QUOTE]
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