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<blockquote data-quote="bsss" data-source="post: 9881024" data-attributes="member: 7054302"><p>Also, regarding everyone trying the roll because why not, this is where I completely agree with [USER=7031982]@Bill Zebub[/USER] --- the first result should change the state of the game in some way that dissuades from that unless that's what you want.</p><p></p><p>Various scenarios I can picture:</p><ul> <li data-xf-list-type="ul">Everyone rolls: jump over this chasm</li> <li data-xf-list-type="ul">One person rolls, that's it: bartering with the shopkeeper, he commits to whatever price you both negotiated the first time</li> <li data-xf-list-type="ul">One person rolls, failure is success with an asterisk: knock down this door, if you don't get it on the first try, the orcs know you're coming</li> <li data-xf-list-type="ul">One person rolls, failure complicates further attempts: pick this lock, failure breaks a piece of your lockpick off in it</li> <li data-xf-list-type="ul">One person rolls, others help: this ancient artifact does something, you need to activate it properly or you lose your shot for a day because magic; the brightest mind should try, but everyone can give a bonus by helping with the auras they sense</li> <li data-xf-list-type="ul">Everyone can take a shot as a "you trained for this" gate [IMO, just take 10]: anyone recognize this old script?</li> <li data-xf-list-type="ul">Everyone can take infinite shots, with enough time [take 20]: give that book to the wizard, he gets bored at camp anyway</li> </ul><p>Knowledge checks can be tried by anyone, but that's where I like taking 10, unless there's an element where getting "one shot" or "getting lucky" is important to you, the GM. If the players can't pass with their take 10, and want "one more shot", they need to explain what they're doing beyond their passive knowledge.</p><p></p><p>If 5e isn't giving this kind of advice, then I think even less of it than before.</p></blockquote><p></p>
[QUOTE="bsss, post: 9881024, member: 7054302"] Also, regarding everyone trying the roll because why not, this is where I completely agree with [USER=7031982]@Bill Zebub[/USER] --- the first result should change the state of the game in some way that dissuades from that unless that's what you want. Various scenarios I can picture: [LIST] [*]Everyone rolls: jump over this chasm [*]One person rolls, that's it: bartering with the shopkeeper, he commits to whatever price you both negotiated the first time [*]One person rolls, failure is success with an asterisk: knock down this door, if you don't get it on the first try, the orcs know you're coming [*]One person rolls, failure complicates further attempts: pick this lock, failure breaks a piece of your lockpick off in it [*]One person rolls, others help: this ancient artifact does something, you need to activate it properly or you lose your shot for a day because magic; the brightest mind should try, but everyone can give a bonus by helping with the auras they sense [*]Everyone can take a shot as a "you trained for this" gate [IMO, just take 10]: anyone recognize this old script? [*]Everyone can take infinite shots, with enough time [take 20]: give that book to the wizard, he gets bored at camp anyway [/LIST] Knowledge checks can be tried by anyone, but that's where I like taking 10, unless there's an element where getting "one shot" or "getting lucky" is important to you, the GM. If the players can't pass with their take 10, and want "one more shot", they need to explain what they're doing beyond their passive knowledge. If 5e isn't giving this kind of advice, then I think even less of it than before. [/QUOTE]
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