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The Resurrection of Mike Mearls Games.
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<blockquote data-quote="ichabod" data-source="post: 9266294" data-attributes="member: 1257"><p>I've been trying to move away from multiple checks in order to keep the probabilities clear. Now, you're not quite doing the 5E group stealth check, but you are doing something very similar. And 5E group checks are basically rolling with advantage.</p><p></p><p>Take a group check with two people with the same bonus. They need one success, so mechanically it is the same as one of them rolling with advantage. A party of four lessens the impact some, but it is still there. If one character is rolling and they need an 11, they have a 50% chance of succeeding. If two characters are rolling a group check and each needs an 11, they have a 75% chance of succeeding. With four characters needing an 11 on the group check, it's about a 69% chance. With characters that have different bonuses it becomes much more difficult to calculate the probabilities, which leads to GM's setting tasks for the players without really understanding how easy or difficult those tasks are.</p><p></p><p>In my games I am moving towards just having the character with the worst bonus roll in these cases. If they can succeed, you can assume the better characters would succeed also. Furthermore, it's obvious what the probability is. If they need a 15, you know they have a 30% chance of success.</p></blockquote><p></p>
[QUOTE="ichabod, post: 9266294, member: 1257"] I've been trying to move away from multiple checks in order to keep the probabilities clear. Now, you're not quite doing the 5E group stealth check, but you are doing something very similar. And 5E group checks are basically rolling with advantage. Take a group check with two people with the same bonus. They need one success, so mechanically it is the same as one of them rolling with advantage. A party of four lessens the impact some, but it is still there. If one character is rolling and they need an 11, they have a 50% chance of succeeding. If two characters are rolling a group check and each needs an 11, they have a 75% chance of succeeding. With four characters needing an 11 on the group check, it's about a 69% chance. With characters that have different bonuses it becomes much more difficult to calculate the probabilities, which leads to GM's setting tasks for the players without really understanding how easy or difficult those tasks are. In my games I am moving towards just having the character with the worst bonus roll in these cases. If they can succeed, you can assume the better characters would succeed also. Furthermore, it's obvious what the probability is. If they need a 15, you know they have a 30% chance of success. [/QUOTE]
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