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Simple skill check question
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<blockquote data-quote="Jacob Lewis" data-source="post: 7570273" data-attributes="member: 6667921"><p>This is what typically happens:</p><p></p><p style="margin-left: 20px">1. Player with the highest appropriate skill bonus attempts a single roll. Someone else may chime in to aid the character and provide advantage on their roll. Different tables handle this differently.</p> <p style="margin-left: 20px">2. If the player succeeds, the DM spills everything he thinks the character knows based on his roll (or his role, depending on the DM style of play).</p> <p style="margin-left: 20px">3. If the player fails, then the next character makes an attempt. Rinse, lather, repeat until somebody succeeds or everyone fails.</p><p></p><p>Does it work? Yes. Is it good? Ask a lot of different people, you'll get a lot of different answers. That means it's a subjective question. What works for one group or table may not be the favorite or preferred method for others. And there's nothing explicitly written in the rules that says there is one true way over another. That is the beauty (and curse) of this game.</p><p></p><p>Here's my take for this scenario:</p><p></p><p>Assume everyone in the party is able to see and inspect the holy symbol. If it was something they might reasonably recognize and know a lot about, we wouldn't even need a roll. Let's assume that is not the case.</p><p></p><p>Since it is a secret, relatively unknown religion or cult that is making efforts to keep their organization or activity in the area a secret, assign a tough DC to beat: 15 or 20. Everybody makes a roll all at once to see if they know something about it. Each success reveals one detail or secret, such as the name or alignment of the deity, which region it may be commonly associated with, or what activities or goals the members are known for. Whatever is relevant to the plot or the scenario is important enough to learn.</p><p></p><p>This kind of group check has several advantages over a single pass/fail check. </p><p style="margin-left: 20px">1. It keeps everyone engaged and active in the game without slowing things down.</p> <p style="margin-left: 20px">2. Introduces layers of success as opposed to all or nothing tied to the luck of a single die roll.</p> <p style="margin-left: 20px">3. It is flexible to be as simple or complex as you want it to be. </p><p></p><p>Just find whatever works best for you and your group, and for different situations. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 7570273, member: 6667921"] This is what typically happens: [INDENT]1. Player with the highest appropriate skill bonus attempts a single roll. Someone else may chime in to aid the character and provide advantage on their roll. Different tables handle this differently. 2. If the player succeeds, the DM spills everything he thinks the character knows based on his roll (or his role, depending on the DM style of play). 3. If the player fails, then the next character makes an attempt. Rinse, lather, repeat until somebody succeeds or everyone fails.[/INDENT] Does it work? Yes. Is it good? Ask a lot of different people, you'll get a lot of different answers. That means it's a subjective question. What works for one group or table may not be the favorite or preferred method for others. And there's nothing explicitly written in the rules that says there is one true way over another. That is the beauty (and curse) of this game. Here's my take for this scenario: Assume everyone in the party is able to see and inspect the holy symbol. If it was something they might reasonably recognize and know a lot about, we wouldn't even need a roll. Let's assume that is not the case. Since it is a secret, relatively unknown religion or cult that is making efforts to keep their organization or activity in the area a secret, assign a tough DC to beat: 15 or 20. Everybody makes a roll all at once to see if they know something about it. Each success reveals one detail or secret, such as the name or alignment of the deity, which region it may be commonly associated with, or what activities or goals the members are known for. Whatever is relevant to the plot or the scenario is important enough to learn. This kind of group check has several advantages over a single pass/fail check. [INDENT]1. It keeps everyone engaged and active in the game without slowing things down. 2. Introduces layers of success as opposed to all or nothing tied to the luck of a single die roll. 3. It is flexible to be as simple or complex as you want it to be. [/INDENT] Just find whatever works best for you and your group, and for different situations. :) [/QUOTE]
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