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Using social skills on other PCs
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<blockquote data-quote="Lanefan" data-source="post: 8482310" data-attributes="member: 29398"><p>Except once they're tried and failed approach A, approach A becomes an option that is no longer available to them - they've blown it - which means all the same options are not open to them.</p><p></p><p>In cases like this I see the meaningful part happening if they succeed, not if they fail.</p><p></p><p>If it makes in-fiction sense that everyone in the party gets a roll if they each try to remember something then they all get a roll, simple as that. An example might be remembering some obscure bit of local history, if the PCs all grew up in the area then each would get a roll. A much more common example in my games is the party trying to remember some obscure or trivial-then-but-important-now bit of info that came up during a prior adventure that nobody (either in character or out) wrote down.</p><p></p><p>I'll adjust the relative difficulty if it suits, though. For example, if the party are 5 locals and a foreigner the rolls in the local-history example for the locals might be, say, DC 12 where for the foreigner it'd be "Sure, go ahead and roll but don't get your hopes up - on a natural 20 you might have heard a snippet".</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8482310, member: 29398"] Except once they're tried and failed approach A, approach A becomes an option that is no longer available to them - they've blown it - which means all the same options are not open to them. In cases like this I see the meaningful part happening if they succeed, not if they fail. If it makes in-fiction sense that everyone in the party gets a roll if they each try to remember something then they all get a roll, simple as that. An example might be remembering some obscure bit of local history, if the PCs all grew up in the area then each would get a roll. A much more common example in my games is the party trying to remember some obscure or trivial-then-but-important-now bit of info that came up during a prior adventure that nobody (either in character or out) wrote down. I'll adjust the relative difficulty if it suits, though. For example, if the party are 5 locals and a foreigner the rolls in the local-history example for the locals might be, say, DC 12 where for the foreigner it'd be "Sure, go ahead and roll but don't get your hopes up - on a natural 20 you might have heard a snippet". [/QUOTE]
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