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New Rule of Three is up for 31 Jan. 2014
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<blockquote data-quote="Kobold Stew" data-source="post: 6255179" data-attributes="member: 23484"><p>A general rule for group checks is pretty much already in place, and a number of people are suggesting it here (a selection is above). Here is what I would like to see:</p><p></p><p><strong>Group Checks</strong>. When more than one member of a party is attempting the same action (Perception, Search, Stealth) a single roll is made, with advantage [as with the rules for Help]. In the case of Perception and Search, where success for one is success for the group, it is the character with the highest possibility of success [as determined by the DM]; in the case of Stealth, where failure for one is failure for the group, it is the character with the lowest possibility of success.*</p><p></p><p>* Other skills can be assigned similarly (knowledge, athletics, etc.). </p><p></p><p>This way:</p><p>* multiple rolls are avoided, not slowing down play (which they seem very concerned with).</p><p>* multiplying fractions doesn't cause the math to go bad for large parties</p><p>* there is a significant incentive not to have automatic disadvantage (say, from heavy armour) if you are not good at something (e.g. stealth), since that cancels the advantage given from the party.</p><p></p><p>(Adv/Diadvantage -- how to play p. 2; Help -- p. 18)</p><p></p><p>Thoughts?</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 6255179, member: 23484"] A general rule for group checks is pretty much already in place, and a number of people are suggesting it here (a selection is above). Here is what I would like to see: [B]Group Checks[/B]. When more than one member of a party is attempting the same action (Perception, Search, Stealth) a single roll is made, with advantage [as with the rules for Help]. In the case of Perception and Search, where success for one is success for the group, it is the character with the highest possibility of success [as determined by the DM]; in the case of Stealth, where failure for one is failure for the group, it is the character with the lowest possibility of success.* * Other skills can be assigned similarly (knowledge, athletics, etc.). This way: * multiple rolls are avoided, not slowing down play (which they seem very concerned with). * multiplying fractions doesn't cause the math to go bad for large parties * there is a significant incentive not to have automatic disadvantage (say, from heavy armour) if you are not good at something (e.g. stealth), since that cancels the advantage given from the party. (Adv/Diadvantage -- how to play p. 2; Help -- p. 18) Thoughts? [/QUOTE]
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