This is a post on some guidelines I’ve developed in my sessions (for 5th edition D&D) on ability checks. This may be blindingly obvious, and something everyone else does, but I thought I’d write it down in case it’s helpful.
These guidelines are inspired by my experience as a PC. I often like to invest in intelligence skills (in D&D) or knowledge skills in other games. It’s interesting to have a player who’s an expert in something besides fighting and talking, but it can come in handy. It doesn’t always work out though.
In one D&D campaign, I had a wizard who had proficiency in all the intelligence skills (arcana, religion, etc.). But I never used any of them, because my DM never called on them, and didn’t see the need to when I suggested it. This was frustrating.
When I was playing Star Wars: Edge of the Empire, though, I had a different experience. My character was Arkdo (who I wrote about here), a Duros archeologist. He had a lot of knowledge of the Outer Rim and interesting lore. So the GM would occasionally suggest I roll when encountering new situations. This helped out the group immensely.
Out of sympathy with characters who invest in utility skills, I’ve adopted that approach. If a character is proficient in survival, I suggest they roll to see if they can figure out which direction they’ve been heading underground. If a character is proficient in religion, I have them roll to see if they recognize the half-ruined altar they’ve discovered. It increases immersion, and includes all players in the game.
But a problem often arises. When I suggest a player rolls and they fail, the rest of the group asks if they can roll as well. More often than not, someone will roll a success. This kind of defeats the purpose of my suggestion, which was based on certain character’s background knowledge or hunches.
The solution I came up with was pretty simple, and role-play appropriate. I’ve started telling players that they have a choice with these sort of checks, and they must declare it ahead of time. Either the PC I suggested roll is the only one who can attempt the check, or all PCs attempt it as a group check. This fits with role-play; one character has a hunch something is off, and either looks into it themselves or tells the group, and the whole group checks it out.
This has been working well so far. Players still get some control over their ability checks, but I also get to include all players in exploration without making the game too easy.
Any thoughts? Does this seem useful? Is there a better way to handle this?