• Susaga@sh.itjust.works
    link
    fedilink
    English
    arrow-up
    37
    ·
    4 months ago

    This is why my group takes the median result on a group check. That 20 should be able to make up for the 1, and the final result is a 17 (rounding down).

    • Mirodir@discuss.tchncs.de
      link
      fedilink
      arrow-up
      36
      ·
      4 months ago

      This is also sorta how RAW works (in DnD 5e), to quote the PHB:

      Group Checks
      When a number of individuals are trying to accomplish something as a group, the DM might ask for a group ability check. In such a situation, the characters who are skilled at a particular task help cover those who aren’t.
      To make a group ability check, everyone in the group makes the ability check. If at least half the group succeeds, the whole group succeeds. Otherwise, the group fails.

      Taking the median roughly has the same effect, it only has a chance to differ if the number of successes and the number of failures are tied.

      • vithigar@lemmy.ca
        link
        fedilink
        arrow-up
        8
        ·
        4 months ago

        The 2024 rules specifically clarify that stealth is not typically a suitable skill to be rolled in such a way.

  • zqwzzle@lemmy.ca
    link
    fedilink
    English
    arrow-up
    14
    ·
    4 months ago

    But also the one guy in full plate tripping or having something happen could be hilarious.

  • spittingimage@lemmy.world
    link
    fedilink
    arrow-up
    12
    ·
    4 months ago

    😔

    I got +18 to stealth. Of course, I also have a GM who is physically incapable of rolling below a nat 18 for hostile NPCs.

    • Soup@lemmy.world
      link
      fedilink
      arrow-up
      7
      ·
      4 months ago

      A natural 18 would, without any bonuses, not clear your stealth even if you rolled a nat 1. If you rolled even a 10 that would give them a 28DC perception check to see you.

        • Soup@lemmy.world
          link
          fedilink
          arrow-up
          3
          ·
          4 months ago

          I do, and even indicated that, but a +18 is fucking wild. How high are these bonuses? Not saying it isn’t possible it’s just that your story loses some impact without details is all.

          • Fushuan [he/him]@lemmy.blahaj.zone
            link
            fedilink
            arrow-up
            6
            ·
            4 months ago

            18 is wild, so I would assume 16 or 18 wis guards proficient in perception, by level 17 would get +10 without any other kind of modifiers.

            If they are rogue guards with 14 wisdom they get to +10 by level 4 with expertise. Again, if the DM is handling stuff to get them get to +18 I’d assume he can make guards get +10 too.

          • vithigar@lemmy.ca
            link
            fedilink
            arrow-up
            2
            ·
            4 months ago

            Could be something other than D&D. +18 is pretty easily achievable in mid-level Pathfinder 2e.

  • rizzothesmall@sh.itjust.works
    link
    fedilink
    arrow-up
    8
    ·
    4 months ago

    Ok, so, Eric falls over and all his stuff loudly clatters out of his bag sending objects in all directions for about 15 feet. His bowl rolls along the ground and then does that thing where it goes round and round going wha-wha-wha-wha for ages getting faster and louder with each iteration. The whole thing lasts about 30 seconds and all the guards are just watching it unfold.

  • orbitz@lemmy.ca
    link
    fedilink
    arrow-up
    1
    ·
    4 months ago

    One time I managed to roll 1 to hit, 20 for dex check (had to roll under I forget current rules, over two decades ago), okay I’m dual wielding could be worse, rolled 1 to hit then 20 for dex check on second attack…huh…I don’t buy lottery tickets and barely have interest in scratch tickets at Xmas. That’s my usual luck though those rolls were a once in a lifetime.

    Yes probably some house rules going on was 2nd edition just how we played then.