Something came up during my last D&D session that got me thinking. We were sneaking around on top of a mountain range, trying to avoid the watchful eye of various baddies and beasties in the vicinity. The DM ruled that my Rogue Assassin (with +14 stealth!) could make one check for the whole party to see if we succeeded, as he reasoned that I’d be able to signal to my companions when to crawl, when to duck down etc. etc.. That was nice him and I certainly didn’t argue, however I did think he was probably being a bit too generous.
A little Googling and revisiting the Player’s Handbook (p.175) reveals that the official rules for Group Checks are that “everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise the group fails.” The handbook explains “in such a situation, the characters who are skilled at a particular task help cover those who aren’t.”
I like it I have to say. It’s quick and easy solution, and if fast gameplay is what you’re all about then I think it’s hard to improve on…
However, before I looked up the rules I already started to consider another option, and I think it’s worth sharing.
Group Ability Checks – Hipsters Variant ‘Take The Lead’ Rule
Considering the game scenario I already alluded to above, the way I think I would DM it would be that I would let the party elect the PC who is most skilled in stealth (or whatever) to take the lead and to roll first. If they are successful in their ability check – provided they are able to communicate with the rest of the party, via hand signs etc. – then they can confer advantage to the other PCs on their own roll. However if one fails the game is up.
In my imagination I can see a sneaky Rogue leading his group through the castle at night. Having already told them to keep their unblackened weapons sheathed and used a bit of cloth to muffle a particularly clanky piece of platemail, he leads them through the quiet courtyard, motioning them to stop and then duck, and cling to the darkest of the shadows. This explains why they get advantage on their check. What he can’t do however is prevent them from kicking a barrel of fish over the cobblestones, or tripping over their own cloak, which is why he can’t make one check on the whole party’s behalf.
I quite like this mechanic because it feels a bit more realistic, and with more individual player agency than with the official rules that lump everyone together and don’t punish failed rolls. There’s a clear benefit from having at least one expert in the party, but overall it’s harder for the party to mask the weaknesses of their companions. It also means that the larger group, the harder it is to move stealthily, whereas in the official rules sneaking around with three people of mixed ability is just as hard or easy as sneaking around in a party of 103.
Does this ‘Take The Lead’ mechanic work for other group skills checks? Maybe. A good climber can lead the way up a steep rocky incline showing those that follow the best hand and footholds, giving them advice / encouragement and generally making their lives easier. It would make sense therefore, if this ‘activity leader’ (for want of a better phrase) could confer advantage to others less skilled. In this case, assuming the climbers aren’t roped together, if one fails it wouldn’t mean they all fail.
It might need some more playtesting but hey, I just put it out there… it’s up to you if you decide if you want to use it in your game! But if you do, let me know in what situation and whether it worked. That’s the comment section right there ↓ 🙂
If you liked this idea maybe you will like my rule on what I call Dungeons and Dragons ‘technical proficiencies‘.