Simple skill check question

We nixxed those rules in my own games. Here's how we do it - it works really well at my table!

* If the group needs to make the check - stealthing into a castle, athletics to cross a mountain, or whatever else - everyone rolls the check against a set DC. If half or more of the PCs succeed, the group succeeds! If I'm feeling up for "winging it", I base this all on a gradient - the more people that succeed, the better off they are. Likewise, if the check is a failure, the more failures there are, the worse things get.

* If it's a check where one player wants to roll a die, and then everyone decides to roll because "why not?" I stop the players before dice hit the table and remind them of our house rule - if multiple people roll a check, the rule above applies. So, if the guy with an Arcana +0 wants to do a knowledge check alongside the person with a +8, at least half of them need to succeed - and the more failures, the less valuable the success. It tends to stop that sort of dogpile skill check situation, and has the added benefit of letting me see which players are kind of selfish dinks (you know, the people that don't care that they're actually hurting the group by always hogging the spotlight).
 

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