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	<title>Comments on: 3 Rolls, 1 Check</title>
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		<title>By: Chatty&#39;s Ptolus 4e Demo: A Tail of Two Shities, Part 1 : Critical Hits</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67295</link>
		<dc:creator>Chatty&#39;s Ptolus 4e Demo: A Tail of Two Shities, Part 1 : Critical Hits</dc:creator>
		<pubDate>Sun, 24 Jan 2010 22:38:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67295</guid>
		<description>[...] Wizards player then piped up to help too.  I initially said no because he was doing the &#8220;I&#8217;ll roll too&#8221; schtick that RPG players [...]</description>
		<content:encoded><![CDATA[<p>[...] Wizards player then piped up to help too.  I initially said no because he was doing the &#8220;I&#8217;ll roll too&#8221; schtick that RPG players [...]</p>
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		<title>By: HartThorn</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67294</link>
		<dc:creator>HartThorn</dc:creator>
		<pubDate>Wed, 09 Dec 2009 16:23:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67294</guid>
		<description>Actually, a big mechanic I also like is using the passive Insight/Perception values (which I gather and keep tabs on behind the screen). This way I can keep the players guessing on not only IF they&#039;re missing something, but what they&#039;re missing (i.e. They think they caught the Baron in a lie, when they actually failed to notice the Baron&#039;s assassin&#039;s closing in from behind). Since I also like using my laptop at the table (how common is that now?) I&#039;ll also use a dice generator so that the players don&#039;t neccessarily know that I&#039;m rolling ANYTHING. I&#039;ll even use the reverse, rolling dice behind the screen for no reason what so ever while they walk down a dark corridor. It&#039;s the gaming equivalent of the old Friday the 13th &quot;chk chk chk... kill kill kill&quot;. I greatly enjoy toying with player&#039;s notions of what to expect, how the metarules of the game operate.</description>
		<content:encoded><![CDATA[<p>Actually, a big mechanic I also like is using the passive Insight/Perception values (which I gather and keep tabs on behind the screen). This way I can keep the players guessing on not only IF they&#8217;re missing something, but what they&#8217;re missing (i.e. They think they caught the Baron in a lie, when they actually failed to notice the Baron&#8217;s assassin&#8217;s closing in from behind). Since I also like using my laptop at the table (how common is that now?) I&#8217;ll also use a dice generator so that the players don&#8217;t neccessarily know that I&#8217;m rolling ANYTHING. I&#8217;ll even use the reverse, rolling dice behind the screen for no reason what so ever while they walk down a dark corridor. It&#8217;s the gaming equivalent of the old Friday the 13th &#8220;chk chk chk&#8230; kill kill kill&#8221;. I greatly enjoy toying with player&#8217;s notions of what to expect, how the metarules of the game operate.</p>
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		<title>By: HartThorn</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67293</link>
		<dc:creator>HartThorn</dc:creator>
		<pubDate>Wed, 09 Dec 2009 16:11:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67293</guid>
		<description>Actually, to piggy back on Faux Amaranths idea, here&#039;s a concept for assisting: If you make an assist roll untrained and FAIL, you impose a -2 penalty instead of a bonus. If you ARE trained, then you can only provide benefit or neutral. So If the Wizard, Warlock, and Swordmage all sit in the library researching magic theory to crack the maggufin ward, then the highest modifier player rolls, while the other two assist. Meanwhile, the Fighter is explicitly BARRED from trying to help after he started coloring in one of the tomes... Think this would be a nice split down the middle.</description>
		<content:encoded><![CDATA[<p>Actually, to piggy back on Faux Amaranths idea, here&#8217;s a concept for assisting: If you make an assist roll untrained and FAIL, you impose a -2 penalty instead of a bonus. If you ARE trained, then you can only provide benefit or neutral. So If the Wizard, Warlock, and Swordmage all sit in the library researching magic theory to crack the maggufin ward, then the highest modifier player rolls, while the other two assist. Meanwhile, the Fighter is explicitly BARRED from trying to help after he started coloring in one of the tomes&#8230; Think this would be a nice split down the middle.</p>
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		<title>By: darkness</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67292</link>
		<dc:creator>darkness</dc:creator>
		<pubDate>Tue, 08 Dec 2009 15:06:53 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67292</guid>
		<description>YAX - Excellent point &amp; post. One of the things our group is struggling with is the class room mentality 30 hands in the air and the teacher has to keep asking the students until one gets it right or all fail. I am trying to help speed our session along by making players role play their part. A rogue disarming a trap might get help from the highly perceptive ranger when the ranger examines the tracks in the room leading to the disable switch etc... If we have our barbarian realize he&#039;s not a mage before he raises his hand for an arcana check, that&#039;s one less person trying to do something they aren&#039;t skilled at and saving precious game time to boot.</description>
		<content:encoded><![CDATA[<p>YAX &#8211; Excellent point &amp; post. One of the things our group is struggling with is the class room mentality 30 hands in the air and the teacher has to keep asking the students until one gets it right or all fail. I am trying to help speed our session along by making players role play their part. A rogue disarming a trap might get help from the highly perceptive ranger when the ranger examines the tracks in the room leading to the disable switch etc&#8230; If we have our barbarian realize he&#8217;s not a mage before he raises his hand for an arcana check, that&#8217;s one less person trying to do something they aren&#8217;t skilled at and saving precious game time to boot.</p>
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		<title>By: Yax</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67291</link>
		<dc:creator>Yax</dc:creator>
		<pubDate>Tue, 08 Dec 2009 08:25:08 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67291</guid>
		<description>This only happens when failing or succeeding on a roll doesn&#039;t move the plot forward. Which means that the first roll was useless in the first place. Roll less dice or make something happen when a die is rolled.
.-= Yax&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/DungeonMastering/~3/PVQ3LpzMM94/you-want-to-do-what-the-art-of-improv-in-gming-part-4&quot; rel=&quot;nofollow&quot;&gt;You Want to Do What?! The Art of Improv in GMing (Part 4)&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>This only happens when failing or succeeding on a roll doesn&#8217;t move the plot forward. Which means that the first roll was useless in the first place. Roll less dice or make something happen when a die is rolled.<br />
.-= Yax&#180;s last blog ..<a href="http://feedproxy.google.com/~r/DungeonMastering/~3/PVQ3LpzMM94/you-want-to-do-what-the-art-of-improv-in-gming-part-4" rel="nofollow">You Want to Do What?! The Art of Improv in GMing (Part 4)</a> =-.</p>
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		<title>By: Critical Hits &#187; Let Me Tell You About My Campaign: Might Of The Inquisition</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67290</link>
		<dc:creator>Critical Hits &#187; Let Me Tell You About My Campaign: Might Of The Inquisition</dc:creator>
		<pubDate>Tue, 08 Dec 2009 04:27:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67290</guid>
		<description>[...] about running D&amp;D by actually doing it which turns into articles about what I&#8217;ve learned, what annoys me, and what advice I can give. In general, though, writing about my specific campaign tends to fall [...]</description>
		<content:encoded><![CDATA[<p>[...] about running D&amp;D by actually doing it which turns into articles about what I&#8217;ve learned, what annoys me, and what advice I can give. In general, though, writing about my specific campaign tends to fall [...]</p>
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		<title>By: HartThorn</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67289</link>
		<dc:creator>HartThorn</dc:creator>
		<pubDate>Mon, 07 Dec 2009 16:08:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67289</guid>
		<description>With something like insight, one method I came up with is putting a tangible penalty on failures. For Insight, I&#039;ll have the NPC look over at the failed rolls player and say something like &quot;Why you giving me the stink eye boy?&quot;. This puts the NPC on the defensive, increasing further DCs, and potentially making them hostile. Failed diplomacy checks can create similar effects, so that the players learn to only send in the guys who are actually good at the skill. This even applies to &#039;assist&#039; rolls in some cases, like the rowdy fighter interjecting an incriminating comment while the bard is trying to convince the constable not to arrest them (&quot;And they had no gold on their bodies when we found &#039;em!&quot;). Also, I like the idea of the &#039;brain trust&#039; concept, but I force the players to handle it AFTER the encounter, becoming a small skill challenge where they can all add in their Insight to know if they were lying, History/Nature/Arcana to provide factual discrepancies in his story, etc. The key though is that they can&#039;t really do that until the guy is out of earshot and they all start comparing notes. During the conversation, only the first guy who speaks up gets a &#039;hunch&#039; roll, which doesn&#039;t really reveal much, but if successful will help on the after encounter group review.</description>
		<content:encoded><![CDATA[<p>With something like insight, one method I came up with is putting a tangible penalty on failures. For Insight, I&#8217;ll have the NPC look over at the failed rolls player and say something like &#8220;Why you giving me the stink eye boy?&#8221;. This puts the NPC on the defensive, increasing further DCs, and potentially making them hostile. Failed diplomacy checks can create similar effects, so that the players learn to only send in the guys who are actually good at the skill. This even applies to &#8216;assist&#8217; rolls in some cases, like the rowdy fighter interjecting an incriminating comment while the bard is trying to convince the constable not to arrest them (&#8220;And they had no gold on their bodies when we found &#8216;em!&#8221;). Also, I like the idea of the &#8216;brain trust&#8217; concept, but I force the players to handle it AFTER the encounter, becoming a small skill challenge where they can all add in their Insight to know if they were lying, History/Nature/Arcana to provide factual discrepancies in his story, etc. The key though is that they can&#8217;t really do that until the guy is out of earshot and they all start comparing notes. During the conversation, only the first guy who speaks up gets a &#8216;hunch&#8217; roll, which doesn&#8217;t really reveal much, but if successful will help on the after encounter group review.</p>
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		<title>By: &#187; Chatty&#8217;s Ptolus 4e Demo: A Tail of Two Shities, Part 1</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67288</link>
		<dc:creator>&#187; Chatty&#8217;s Ptolus 4e Demo: A Tail of Two Shities, Part 1</dc:creator>
		<pubDate>Mon, 07 Dec 2009 05:02:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67288</guid>
		<description>[...] Wizards player then piped up to help too.  I initially said no because he was doing the &#8220;I&#8217;ll roll too&#8221; schtick that RPG players [...]</description>
		<content:encoded><![CDATA[<p>[...] Wizards player then piped up to help too.  I initially said no because he was doing the &#8220;I&#8217;ll roll too&#8221; schtick that RPG players [...]</p>
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		<title>By: Bartoneus</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67287</link>
		<dc:creator>Bartoneus</dc:creator>
		<pubDate>Fri, 04 Dec 2009 19:48:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67287</guid>
		<description>Darkness: If you go with the penalty idea, you could always make it so that a trained failure is a +1 to the DC and an untrained failure +2 to the DC, it makes sense that someone who is trained would mess up the situation less with a failed attempt. I might use this and see how it works out if the situation arises, there is still the issue though of a completely non-perceptive character that&#039;s not paying attention rolling a 20 when the intent elf ranger rolled a 1, but I guess that&#039;s just how luck goes sometimes!</description>
		<content:encoded><![CDATA[<p>Darkness: If you go with the penalty idea, you could always make it so that a trained failure is a +1 to the DC and an untrained failure +2 to the DC, it makes sense that someone who is trained would mess up the situation less with a failed attempt. I might use this and see how it works out if the situation arises, there is still the issue though of a completely non-perceptive character that&#8217;s not paying attention rolling a 20 when the intent elf ranger rolled a 1, but I guess that&#8217;s just how luck goes sometimes!</p>
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		<title>By: darkness</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67286</link>
		<dc:creator>darkness</dc:creator>
		<pubDate>Fri, 04 Dec 2009 17:39:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67286</guid>
		<description>I like where this thread has gone, our party does this all the time and i am frustrated as a player when we all say &quot;I&#039;ll try&quot; or &quot;I will assist&quot; especially if that player wasn&#039;t following along to the story line.

Idea of negative penalties on failed assists makes sense. Would you allow those trained to make the attempt penalty free? How about separate checks? do you raise the DC if the first guy trys and fails?  ie. Bob&#039;s character doesn&#039;t have thievey but decides to pick the lock instead of the rogue, mucks his roll making it harder when the rogue gets there?

Our DM has done a good job of calling out when you need to be trained to assist or to even make a roll but we still get 4 people assisting one person on some checks even if they only have a +1 in their skill to attempt to help.

Also we are trying to avoid making everything in the game a skill challange. Although they are fun in their flavor text, often times they are geared to one or two players and the rest have to sit and listen through an hour of trying different things.</description>
		<content:encoded><![CDATA[<p>I like where this thread has gone, our party does this all the time and i am frustrated as a player when we all say &#8220;I&#8217;ll try&#8221; or &#8220;I will assist&#8221; especially if that player wasn&#8217;t following along to the story line.</p>
<p>Idea of negative penalties on failed assists makes sense. Would you allow those trained to make the attempt penalty free? How about separate checks? do you raise the DC if the first guy trys and fails?  ie. Bob&#8217;s character doesn&#8217;t have thievey but decides to pick the lock instead of the rogue, mucks his roll making it harder when the rogue gets there?</p>
<p>Our DM has done a good job of calling out when you need to be trained to assist or to even make a roll but we still get 4 people assisting one person on some checks even if they only have a +1 in their skill to attempt to help.</p>
<p>Also we are trying to avoid making everything in the game a skill challange. Although they are fun in their flavor text, often times they are geared to one or two players and the rest have to sit and listen through an hour of trying different things.</p>
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		<title>By: misterecho</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67285</link>
		<dc:creator>misterecho</dc:creator>
		<pubDate>Thu, 03 Dec 2009 22:36:24 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67285</guid>
		<description>What i find fascinating is the star wars d6 1st edition. it activly encourages you to reroll a fail with a different skill! it does say only for low levels, but its still a kinda stupid idea, Ok you failed on streetwise try rolling against knowlege alien species to see if he&#039;s lying!
.-= misterecho&#180;s last blog ..&lt;a href=&quot;http://new2rpg.wordpress.com/2009/11/30/review-dog-town/&quot; rel=&quot;nofollow&quot;&gt;REVIEW: Dog Town- Free RPG about gangsters&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>What i find fascinating is the star wars d6 1st edition. it activly encourages you to reroll a fail with a different skill! it does say only for low levels, but its still a kinda stupid idea, Ok you failed on streetwise try rolling against knowlege alien species to see if he&#8217;s lying!<br />
.-= misterecho&#180;s last blog ..<a href="http://new2rpg.wordpress.com/2009/11/30/review-dog-town/" rel="nofollow">REVIEW: Dog Town- Free RPG about gangsters</a> =-.</p>
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		<title>By: nickcan</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67284</link>
		<dc:creator>nickcan</dc:creator>
		<pubDate>Wed, 02 Dec 2009 08:07:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67284</guid>
		<description>What is good for the goose is good for the gander.  If they want to try and bluff someone have every NPC in the area roll a check against theirs.  Imagine the look on their faces when they try to BS their way past the duke and after about 50 rolls, one of the guards leans over and informs the duke that the party is full of it.

A more serious suggestion is just having the player who is involved with the activity make the roll.</description>
		<content:encoded><![CDATA[<p>What is good for the goose is good for the gander.  If they want to try and bluff someone have every NPC in the area roll a check against theirs.  Imagine the look on their faces when they try to BS their way past the duke and after about 50 rolls, one of the guards leans over and informs the duke that the party is full of it.</p>
<p>A more serious suggestion is just having the player who is involved with the activity make the roll.</p>
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		<title>By: Shilling</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67283</link>
		<dc:creator>Shilling</dc:creator>
		<pubDate>Tue, 01 Dec 2009 05:05:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67283</guid>
		<description>Something in my last comment came back to haunt me...

In 4E we have &#039;passive&#039; checks. So how do we differentiate these from active checks? This seems particularly pertinent to passive skills like insight.

If players want an ACTIVE insight check what do they have to do (to differentiate it from a passive check)?

Maybe they need to question and cross-examine the NPC? Or at least ask pertinent questions.

At the very least it would seem to require more than &quot;listening attentively&quot;.</description>
		<content:encoded><![CDATA[<p>Something in my last comment came back to haunt me&#8230;</p>
<p>In 4E we have &#8216;passive&#8217; checks. So how do we differentiate these from active checks? This seems particularly pertinent to passive skills like insight.</p>
<p>If players want an ACTIVE insight check what do they have to do (to differentiate it from a passive check)?</p>
<p>Maybe they need to question and cross-examine the NPC? Or at least ask pertinent questions.</p>
<p>At the very least it would seem to require more than &#8220;listening attentively&#8221;.</p>
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		<title>By: Joe Hall-Reppen</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67282</link>
		<dc:creator>Joe Hall-Reppen</dc:creator>
		<pubDate>Tue, 01 Dec 2009 00:43:40 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67282</guid>
		<description>My DM rolls most of these checks for us. We play DnD 3.5, so things like knowledge checks, bluff, intimidate, or sense motive are all rolled behind screens. He just asks for your modifier and then rolls from there. It helps against meta-gaming because you&#039;re never quite sure if you rolled poorly or if there&#039;s just nothing there.

In the same way, I don&#039;t mind multiple checks for things like insight because if everyone&#039;s in the same room, each character could potentially pick up something from an NPC. However, you shouldn&#039;t assist with checks for knowledge or insight. You either make the check or you don&#039;t. Someone assisting wouldn&#039;t make much of a difference. I always saw assisting as a tool to be used for physical tasks like strength or climb checks or for a heal check because you could help with the bandages or nursing the injured person.

As for the numbers vs. one roll issue, you should look at it as each character getting the same chance to succeed on a check. If the NPC rolls badly, they just didn&#039;t bluff well enough this time. In the same way, when we all succeed as a party, my DM will tell everyone what we learned and then we either &quot;relay it to the party&quot; or if you&#039;re playing a jerk character, you keep it to yourself. It increases the chance of role-playing, especially since the players know the info, but their characters don&#039;t.</description>
		<content:encoded><![CDATA[<p>My DM rolls most of these checks for us. We play DnD 3.5, so things like knowledge checks, bluff, intimidate, or sense motive are all rolled behind screens. He just asks for your modifier and then rolls from there. It helps against meta-gaming because you&#8217;re never quite sure if you rolled poorly or if there&#8217;s just nothing there.</p>
<p>In the same way, I don&#8217;t mind multiple checks for things like insight because if everyone&#8217;s in the same room, each character could potentially pick up something from an NPC. However, you shouldn&#8217;t assist with checks for knowledge or insight. You either make the check or you don&#8217;t. Someone assisting wouldn&#8217;t make much of a difference. I always saw assisting as a tool to be used for physical tasks like strength or climb checks or for a heal check because you could help with the bandages or nursing the injured person.</p>
<p>As for the numbers vs. one roll issue, you should look at it as each character getting the same chance to succeed on a check. If the NPC rolls badly, they just didn&#8217;t bluff well enough this time. In the same way, when we all succeed as a party, my DM will tell everyone what we learned and then we either &#8220;relay it to the party&#8221; or if you&#8217;re playing a jerk character, you keep it to yourself. It increases the chance of role-playing, especially since the players know the info, but their characters don&#8217;t.</p>
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		<title>By: CrowOfPyke</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67281</link>
		<dc:creator>CrowOfPyke</dc:creator>
		<pubDate>Mon, 30 Nov 2009 18:25:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67281</guid>
		<description>I run skill challenges in initiative order.  You can either roll a skill to attempt to get a success, or you can roll to assist *the next* person who attempts to roll for a success.  It does create situation where the players are more deliberate about what rolls they make when, but at the same time it does prevent the piling on aspect in most instances.  (Also makes it easier to keep skill challenges &quot;in game&quot; without player knowledge since they are already used to doing things in initiative order.)

I also adjust things on a per situation basis - 4 players assisting on a Diplomacy roll is definitely out (unless some kind of round table cabinet level meeting or some such), but 4 players assisting trying lever up a portcullis or shove open a door is fine.

Insight is a problematic skill at times, especially with players wanting to assist on &quot;liar checks&quot; or wanting more than one PC to make a &quot;liar check&quot;.  Going in initiative order keeps this in check - the player who has initiative can make the &quot;liar check&quot;, no one else can.  That or allow only one player to make a roll, unless the situation warrants otherwise.</description>
		<content:encoded><![CDATA[<p>I run skill challenges in initiative order.  You can either roll a skill to attempt to get a success, or you can roll to assist *the next* person who attempts to roll for a success.  It does create situation where the players are more deliberate about what rolls they make when, but at the same time it does prevent the piling on aspect in most instances.  (Also makes it easier to keep skill challenges &#8220;in game&#8221; without player knowledge since they are already used to doing things in initiative order.)</p>
<p>I also adjust things on a per situation basis &#8211; 4 players assisting on a Diplomacy roll is definitely out (unless some kind of round table cabinet level meeting or some such), but 4 players assisting trying lever up a portcullis or shove open a door is fine.</p>
<p>Insight is a problematic skill at times, especially with players wanting to assist on &#8220;liar checks&#8221; or wanting more than one PC to make a &#8220;liar check&#8221;.  Going in initiative order keeps this in check &#8211; the player who has initiative can make the &#8220;liar check&#8221;, no one else can.  That or allow only one player to make a roll, unless the situation warrants otherwise.</p>
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		<title>By: pseckler</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67280</link>
		<dc:creator>pseckler</dc:creator>
		<pubDate>Mon, 30 Nov 2009 17:35:47 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67280</guid>
		<description>Also I chnage how many people can assist based on the situation. My standard number of allowed assists is 2, but if its a door where they can fit 4 characters behind to push.. I&#039;m ok with allowing all 4 to roll assists. (As an example)
.-= pseckler&#180;s last blog ..&lt;a href=&quot;http://terrible-and-true.tumblr.com/post/223832268&quot; rel=&quot;nofollow&quot;&gt;Random Thought:&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>Also I chnage how many people can assist based on the situation. My standard number of allowed assists is 2, but if its a door where they can fit 4 characters behind to push.. I&#8217;m ok with allowing all 4 to roll assists. (As an example)<br />
.-= pseckler&#180;s last blog ..<a href="http://terrible-and-true.tumblr.com/post/223832268" rel="nofollow">Random Thought:</a> =-.</p>
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		<title>By: The Game</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67279</link>
		<dc:creator>The Game</dc:creator>
		<pubDate>Mon, 30 Nov 2009 17:34:37 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67279</guid>
		<description>Bartoneus: The opportunity cost of not doing some other action or roll  (like a different skill) vs. spending your round doing the same one. I also don&#039;t think it&#039;s specifically a problem with 4e, or D&amp;D, specifically, though it&#039;s also not a problem with every skill-based system.

Chatty: There&#039;s still that case like in my initial example: the players actively want to know if someone is lying. I could just say &quot;He&#039;s lying, what do you want to do about that?&quot; but I don&#039;t want to demotivate them using skills or thinking about it.

E, Deadorcs, Jesse: It&#039;s usually not a problem justifying their assists, it still causes the numbers vs. one roll issue.

Monte &amp; Shilling: I like both of your suggestions, though in some ways, they work out to be the same thing. The initial roll is at one difficulty, successive rolls are higher. That&#039;s probably what I&#039;ll do... I especially like it for search checks, since you know that a PC has already covered that side of the room.</description>
		<content:encoded><![CDATA[<p>Bartoneus: The opportunity cost of not doing some other action or roll  (like a different skill) vs. spending your round doing the same one. I also don&#8217;t think it&#8217;s specifically a problem with 4e, or D&#038;D, specifically, though it&#8217;s also not a problem with every skill-based system.</p>
<p>Chatty: There&#8217;s still that case like in my initial example: the players actively want to know if someone is lying. I could just say &#8220;He&#8217;s lying, what do you want to do about that?&#8221; but I don&#8217;t want to demotivate them using skills or thinking about it.</p>
<p>E, Deadorcs, Jesse: It&#8217;s usually not a problem justifying their assists, it still causes the numbers vs. one roll issue.</p>
<p>Monte &#038; Shilling: I like both of your suggestions, though in some ways, they work out to be the same thing. The initial roll is at one difficulty, successive rolls are higher. That&#8217;s probably what I&#8217;ll do&#8230; I especially like it for search checks, since you know that a PC has already covered that side of the room.</p>
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		<title>By: pseckler</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67278</link>
		<dc:creator>pseckler</dc:creator>
		<pubDate>Mon, 30 Nov 2009 17:34:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67278</guid>
		<description>This is the exact dialogue I use:

&quot;What exactly are you trying to do..&quot;

and then when it comes time to roll dice:

&quot;Wait wait wait..Only you can roll-(points out the idea guy) and you can have up to two people try and assist, but they have to be able to say what they are doing to assist. Ok, go ahead.&quot;
.-= pseckler&#180;s last blog ..&lt;a href=&quot;http://terrible-and-true.tumblr.com/post/223832268&quot; rel=&quot;nofollow&quot;&gt;Random Thought:&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>This is the exact dialogue I use:</p>
<p>&#8220;What exactly are you trying to do..&#8221;</p>
<p>and then when it comes time to roll dice:</p>
<p>&#8220;Wait wait wait..Only you can roll-(points out the idea guy) and you can have up to two people try and assist, but they have to be able to say what they are doing to assist. Ok, go ahead.&#8221;<br />
.-= pseckler&#180;s last blog ..<a href="http://terrible-and-true.tumblr.com/post/223832268" rel="nofollow">Random Thought:</a> =-.</p>
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		<title>By: Shilling</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67277</link>
		<dc:creator>Shilling</dc:creator>
		<pubDate>Mon, 30 Nov 2009 16:05:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67277</guid>
		<description>I would have each failure add +2 to the DC. A failed attempt is likely to annoy the NPC somewhat (or whatever is happening). In fact there might be a fail state if too many attempts are blown - the NPC storms out and refuses to talk to the PCs at all, or maybe even becomes hostile.

This is similar to a skill challenge, but then I run skill challenges in a much more fluid way than they are written (essentially, a series of skill checks becomes a skill challenge -after the fact-).


I would also recommend some player narration. I never let a player &quot;roll for intimidate&quot; or whatever. They need to describe their actions. In fact my preference is to have the player describe the PC&#039;s actions, and then -I- decide which skill applies to that action. Just because the player wants to roll intimidate, doesn&#039;t mean they can if their actions are actually a bluff or diplomacy.

Insight is trickier because it is more passive. I think your &quot;only those involved in the conversation&quot; suggestion might be a good one.</description>
		<content:encoded><![CDATA[<p>I would have each failure add +2 to the DC. A failed attempt is likely to annoy the NPC somewhat (or whatever is happening). In fact there might be a fail state if too many attempts are blown &#8211; the NPC storms out and refuses to talk to the PCs at all, or maybe even becomes hostile.</p>
<p>This is similar to a skill challenge, but then I run skill challenges in a much more fluid way than they are written (essentially, a series of skill checks becomes a skill challenge -after the fact-).</p>
<p>I would also recommend some player narration. I never let a player &#8220;roll for intimidate&#8221; or whatever. They need to describe their actions. In fact my preference is to have the player describe the PC&#8217;s actions, and then -I- decide which skill applies to that action. Just because the player wants to roll intimidate, doesn&#8217;t mean they can if their actions are actually a bluff or diplomacy.</p>
<p>Insight is trickier because it is more passive. I think your &#8220;only those involved in the conversation&#8221; suggestion might be a good one.</p>
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		<title>By: Rob Lang</title>
		<link>http://critical-hits.com/2009/11/29/3-rolls-1-check/#comment-67276</link>
		<dc:creator>Rob Lang</dc:creator>
		<pubDate>Mon, 30 Nov 2009 08:07:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.critical-hits.com/?p=5267#comment-67276</guid>
		<description>In my game, the only person who can roll is the one who came up with the question. It was their character&#039;s brain connections that formulated the question so it&#039;s only theirs that can answer it. I don&#039;t allow anyone else to roll for it - they have to come up with a novel question of their own. That way each player has to put more into the session as they aren&#039;t allowed to piggy back on someone else&#039;s failure.
.-= Rob Lang&#180;s last blog ..&lt;a href=&quot;http://feedproxy.google.com/~r/TheFreeRpgBlog/~3/KPRSxuReipE/epic-detail-in-legendary-tales-by-peter.html&quot; rel=&quot;nofollow&quot;&gt;Epic detail in Legendary Tales by Peter Samuelsson&lt;/a&gt; =-.</description>
		<content:encoded><![CDATA[<p>In my game, the only person who can roll is the one who came up with the question. It was their character&#8217;s brain connections that formulated the question so it&#8217;s only theirs that can answer it. I don&#8217;t allow anyone else to roll for it &#8211; they have to come up with a novel question of their own. That way each player has to put more into the session as they aren&#8217;t allowed to piggy back on someone else&#8217;s failure.<br />
.-= Rob Lang&#180;s last blog ..<a href="http://feedproxy.google.com/~r/TheFreeRpgBlog/~3/KPRSxuReipE/epic-detail-in-legendary-tales-by-peter.html" rel="nofollow">Epic detail in Legendary Tales by Peter Samuelsson</a> =-.</p>
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