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<blockquote data-quote="Henry" data-source="post: 7552718" data-attributes="member: 158"><p>I also need to bring up that there are a LOT of checks where there's nothing by the rules stopping every single member of the party from rolling to attempt the task at hand. Perhaps things like deception or diplomacy might be problematic if more than one person attempts it, but perceptions, investigations, knowledge checks such as arcana, athletics checks or STR checks to force something open or move something heavy, etc. -- ALL of these could simply have the whole party keep trying until they succeed, via a dumb luck check. In these cases, working together works beautifully, because it covertly makes multiple players spend their actions giving someone advantage rather than spending tons of table time re-rolling and re-re-rolling. Same thing with the variant rule of "auto succeed if person attempting has an ability score greater than or equal to DC+5". The fewer rolls, the better, and what better way than saying, <em>"oh, if you help this person they get advantage"</em> or <em>"You have a 16 STR? Oh, that DC 10 door is no problem for you!"</em></p><p></p><p>In my experiences, it not only simplifies the attempts, it quickly resolves the success or failure of the whole thing, so they can decide what their next course of action is.</p></blockquote><p></p>
[QUOTE="Henry, post: 7552718, member: 158"] I also need to bring up that there are a LOT of checks where there's nothing by the rules stopping every single member of the party from rolling to attempt the task at hand. Perhaps things like deception or diplomacy might be problematic if more than one person attempts it, but perceptions, investigations, knowledge checks such as arcana, athletics checks or STR checks to force something open or move something heavy, etc. -- ALL of these could simply have the whole party keep trying until they succeed, via a dumb luck check. In these cases, working together works beautifully, because it covertly makes multiple players spend their actions giving someone advantage rather than spending tons of table time re-rolling and re-re-rolling. Same thing with the variant rule of "auto succeed if person attempting has an ability score greater than or equal to DC+5". The fewer rolls, the better, and what better way than saying, [I]"oh, if you help this person they get advantage"[/I] or [I]"You have a 16 STR? Oh, that DC 10 door is no problem for you!"[/I] In my experiences, it not only simplifies the attempts, it quickly resolves the success or failure of the whole thing, so they can decide what their next course of action is. [/QUOTE]
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