this post was submitted on 15 Sep 2025
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[–] orbitz@lemmy.ca 1 points 1 hour 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.

[–] Ziggurat@jlai.lu 3 points 13 hours ago

Stealth is where I started using BitD style clock long before BitD was published. Stacking failure on stealth roll and increasing the alarm level works better than waiting for the first player to fail

[–] DegenerationIP@lemmy.world 9 points 1 day ago

Absolutely. I'm that Nat one Player

[–] Susaga@sh.itjust.works 38 points 1 day ago (5 children)

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).

[–] kichae@wanderingadventure.party 1 points 50 minutes ago

See, I don't think that 20 does make up for that 1, any more than your 20 on an attack roll lets me roll damage on my 1.

The party isn't some cohesive, singular unit that catches or avoids attention based on some average of the total behaviour. It's instead a cloud of actors that are only as strong as its weakest member.

Like, if they were 4 kids sneaking cookies from the cookie jar, and the youngest knocked the jar off the counter, it really doesn't matter how quiet the other 3 were, the shattering of the jar is going to get them all caught.

[–] Mirodir@discuss.tchncs.de 37 points 1 day ago* (last edited 1 day ago) (1 children)

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 7 points 23 hours ago (1 children)

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

[–] Cethin@lemmy.zip 3 points 16 hours ago (1 children)

D&D 5e was already trash. 2024 is stupid. If you choose to use their system, for whatever reason, ignore anything they say that makes for a bad experience. I can't see a good argument why this shouldn't work this way.

[–] vithigar@lemmy.ca 2 points 2 hours ago* (last edited 2 hours ago) (1 children)

So what, exactly, is the justification for how a rogue "covers for" a plate wearing paladin with no dex bonus? Keep in mind that that "half must succeed" rule means the rogue is very slightly more likely to succeed with a noisy partner than alone, assuming that success and failure are possible outcomes for both participants. Even if it's impossible for the other to succeed the rogue is at worst unimpeded.

[–] Cethin@lemmy.zip 1 points 1 hour ago

Keep in mind that that "half must succeed" rule means the rogue is very slightly more likely to succeed with a noisy partner than alone...

That would depend on the DC. The rogue very well could have a 100% chance to succeed alone.

So what, exactly, is the justification for how a rogue "covers for" a plate wearing paladin with no dex bonus?

The rogue would be guiding them, keeping watch for enemies, watching out for hazards, etc. Maybe they'd help the Paladin pad their armor to make it more quite, or give them something to cover it up with so it isn't shiny. Sneaking encompasses the whole range of stealthy actions, including preparation and movement, most of which can be assisted.

[–] Skua@kbin.earth 17 points 1 day ago (1 children)

That or just count the passes vs the fails. I think of it like the 1 was just about to step on something noisy, or round a corner without taking a peek just as a guard walks by, but the 20 grabs them by the collar and pulls the back in the nick of time

[–] Coldcell@sh.itjust.works 3 points 1 day ago (1 children)

Think about the following situation: You approach the guard tower stealthily. They are on watch so the DC is 15. Your party of 5 rolls a 13, two 14s, a 19 and a 24. Does the group make the check? What about a 2, a 3, two 15s and a 16? Which party is stealthier?

[–] Skua@kbin.earth 6 points 1 day ago

Oh, sure, if there's something extra that makes sense to give them for a really good set of rolls then the former party is much more deserving of it. If it's just a pass/fail "they saw you or they didn't" deal then it doesn't matter

[–] 24_at_the_withers@lemmy.world -1 points 19 hours ago

Sorry but (1+17+18±20)/4=14

[–] spittingimage@lemmy.world 9 points 1 day ago (1 children)

😔

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 5 points 1 day ago (2 children)

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.

[–] spittingimage@lemmy.world 6 points 1 day ago

I meant 18 on the die plus the NPC's perception bonus.

[–] fushuan@lemmy.blahaj.zone 4 points 1 day ago (1 children)

You realise enemies do also have bonuses right.

[–] Soup@lemmy.world 3 points 1 day ago (2 children)

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.

[–] vithigar@lemmy.ca 3 points 23 hours ago

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

[–] fushuan@lemmy.blahaj.zone 6 points 1 day 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.

[–] Kolanaki@pawb.social 7 points 1 day ago

Just hold perfectly still and pretend to be an empty suit of decorative armor.

[–] TwiddleTwaddle@lemmy.blahaj.zone 12 points 1 day ago (1 children)

Follow the Leader in PF2 solves this gracefully as well

[–] Cethin@lemmy.zip 5 points 16 hours ago (1 children)

All D&D groups should at least consider PF2. It's better in almost every way. Any confusing D&D rule/exception is pretty much fixed in PF2. It also isn't owned by WotC/Hasbro, which is a nice bonus.

[–] enerhpozyks@eldritch.cafe -1 points 15 hours ago (2 children)

PF2 is only better if you want tactical combat and lots of options to create builds. Sorry to inform you that's it's not what all tables want, so no, "All D&D groups" does not have to consider PF2.
It's the case in mine (and we play a lot of differents ttrpgs). PF2 is just too much, and is in the same boat as Shadowrun : ain't nobody got time for that.

(also, as 5e is CC-BY now, it is not "own" by anyone (only the D&D brand is), wich is not the case with the ORC licence and Paizo)

[–] kichae@wanderingadventure.party 1 points 39 minutes ago

No, it's also better if you want an internally consistent system built on top of sensible principles. Or a system with reliable baseline for power scaling. Or if you want to invite an optimizer or a newbie to your table.

It's not a "tactical combat RPG". That's a wild misconception propagated by both tactical combat fans and people who have looked over the hedge and been scared away by somethings being different. It is, instead, a well crafted systemic RPG, designed with reliability at its centre.

Reliability enables tactical combat, which is why TC fans flocked to the system, but it enables a hell of a lot more, too.

It's also better if you want a steady stream of new content without paying Hasbro or relying on randos.

[–] Cethin@lemmy.zip 4 points 15 hours ago

PF2 is very similar to 5E. Sure, PF1 is too much, but 2 is basically 5e without the need to memorize a shit ton of exceptions because the rules weren't thought out when they were first written.

(also, as 5e is CC-BY now, it is not "own" by anyone (only the D&D brand is), wich is not the case with the ORC licence and Paizo)

If you buy an official book or pay a subscription, that money is going to WotC. That's what I mean by own, and that's what everyone means. Sure, you can create content for it legally still. That doesn't not mean they don't own the system.

[–] troglodytis@lemmy.world 8 points 1 day ago

It's not his fault they had the mahna mahna song playing. You just HAVE to sing it out loud!

[–] zqwzzle@lemmy.ca 15 points 1 day ago

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

[–] samus12345@sh.itjust.works 2 points 1 day ago