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<blockquote data-quote="Scott Christian" data-source="post: 8402238" data-attributes="member: 6901101"><p>A few ways, each benefit a certain playstyle:</p><p><strong>Narrative & Grit</strong>: Have each person roll and describe each action. Can add tension, but slows things down. If one fails, the results of someone hearing them is predicated on how poorly the PC failed. For example, the Goliath, who you gave disadvantage to because of his size and the shadows have a hard time covering him, rolled a 2. He has zero. This is a huge failure and the baddies see everyone in the group. If he rolled an 11 and needed a 12, maybe the baddies just see him. </p><p><strong>Speed</strong>: If you are concerned with game speed, just have your players determine one player to roll. It all rests on their shoulders. It can be a good bonding experience and definitely draws all player eyes to the table for the "big roll." Narratively it works, but not as well as describing each character's fictional footsteps. </p><p><strong>RAW</strong>: The group rolls and if half succeed, you succeed. This is designed to keep all players rolling and invested, yet still allowing for some failures. Up front, it makes no sense, but if you bend the logic a little and use a soupy narrative, it can work perfectly fine. This is medium speed alternative.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 8402238, member: 6901101"] A few ways, each benefit a certain playstyle: [B]Narrative & Grit[/B]: Have each person roll and describe each action. Can add tension, but slows things down. If one fails, the results of someone hearing them is predicated on how poorly the PC failed. For example, the Goliath, who you gave disadvantage to because of his size and the shadows have a hard time covering him, rolled a 2. He has zero. This is a huge failure and the baddies see everyone in the group. If he rolled an 11 and needed a 12, maybe the baddies just see him. [B]Speed[/B]: If you are concerned with game speed, just have your players determine one player to roll. It all rests on their shoulders. It can be a good bonding experience and definitely draws all player eyes to the table for the "big roll." Narratively it works, but not as well as describing each character's fictional footsteps. [B]RAW[/B]: The group rolls and if half succeed, you succeed. This is designed to keep all players rolling and invested, yet still allowing for some failures. Up front, it makes no sense, but if you bend the logic a little and use a soupy narrative, it can work perfectly fine. This is medium speed alternative. [/QUOTE]
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