Bill Zebub
“It’s probably Matt Mercer’s fault.”
We're also compounding the issue with the "piling on" of rolls, which I'm not sure is necessarily an issue with skills, although perhaps they make it more obvious. I think it's a fair ruling to say that if the high Int guy trained in the skill can't do it, then others can't, but you still run into weird scenarios.
Imagine the "dumb barbarian dude" finds an ancient text and asks if he can decipher it. Perhaps he could, if he rolled really high. But he then fails and now the high Int guy trained in ancient texts arrives on the scene. Are you going to deny him the attempt because the barbarian failed? And if not, isn't it now the best tactic to let the low-skilled characters try first, as it provides more chances, since we have now established that the high int guy blocks all subsequent attempts?
You could then say "alright, to avoid that abuse, only the high Int ancient texts guy can event attempt from now on." But what if he's a relatively new character added to the party, and before he joined, the others were able to read ancient texts now and then. And now they suddenly can't because he's there? And what if he's away for a session? Do the rules now change for that session so ancient texts have a chance to be read?
Something always seems unsatisfactory about workarounds to the piling on effect, and I'm not sure what the best solution is. I guess one method for this particular example of reading an ancient text could be to do away with rolls and have a set DC and do it as a "passive check." Then either your character can or can't read it, and having multiple players "rolling" isn't a thing.
Yes! The piling on is not the core problem, but it's an indicator that something is wonky with how skills are implemented. In the absence of consequences for trying any workaround feels...artificial. Because it is.







