Rules Sketch: Ability Checks and Groups Part 4

If you’re walking in on the middle of this series, there’s an index here.

As I was writing Surprise, I realised (although I decided to scrap) there are rules for group checks in second edition. This is something that really needs to exist, and if it did it would simplify a bunch of checks like surprise and initiative that are already checks for groups.

I want group checks to represent the party working together, so it’s not take the worst, but if it’s take the best, that feels too generous. They’re simplest, though, so I’m inclined to ask for a cost. There are only anachronistic examples I’m aware of, but Blades in the Dark pays failures with stress, and the equivalent of stress in second edition is hit points. So:

If your party is asked to make a group ability check, choose a leader. Each member of the party rolls an ability check, and for each failure, the leader spends 1d6 HP.

Can be added to the end of the ability checks paragraph.

When you attempt a task, consider whether it requires training, or whether anyone can do it. If it requires training, you need proficiency. If it anyone can do it or you have proficiency, and it is a simple task or the consequences of failure are negligible, you succeed. If it is complex or the consequences of failure are significant, perform an ability check.

To perform an ability check, roll 1d20. If the result is less than your ability score, you succeed but face a consequence. If it is not less than your ability score or the result is 20, you do not succeed and face a consequence. The game master chooses the consequence.

If you have proficiency, roll 2d20. If both dice are a success, you succeed without consequence. If you have a disadvantage, roll 2d20 and only take the lowest score.

If an item, ability or mastery grants you a numerical bonus, it is subtracted from the result of the roll. If your result is less than zero, you get greater effect than intended. You can always trade advantage for special effect or greater effect, by negotiation with the game master.

Now, I could choose to make surprise or initiative a group check, and it’s supported by the core mechanic.

The Ability Check continues to take form. This has been a part of the Advanced Fantasy Dungeon Series! Let me know your thoughts on this approach, whether I’ve overlooked anything glaring, or anything of the sort!

Idle Cartulary

18th April 2022



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