I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Saturday, April 22, 2017

Harder stealth (5e quick fix)

5e quick fixes are exactly what they say on the tin. Small house rules to fix D&D problems you probably don't have. One day I'll put then all in a good looking PDF and the whole will be SMALLER than the sum of the parts - that is how small they are! Use them wisely!

So, you're a ninja.

Somebody has to sneak past the town guards to steal the Jarl's scepter while he is away.

That should be easy. You check the DC, you stealth bonus... Yeah, you only fail if you roll 3 or less. Okay, you're probably not getting caught. But what if you do? Then the Jarl would find all about your ninja clan hiding at the woods!

You need to improve your chances. But how?

Wait - you have a whole clan of ninjas with you! You don't need to do the task alone! You can call your fellow ninjas - they all have a stealth bonus that are similar to yours - and you can ALL sneak past the guards at the same time!

Picture the scene - three hundred ninjas sneaking past the town's gates at night! What are the odds somebody will see any them?

Well, if you're using group checks (PHB 175), the odds are infinitesimally small.

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.

If you have a 15% chance of failure as a single ninja, ten ninjas have less than 2% chance of failing, and if you have a hundred ninjas you can safely add a dozen of untrained peasants to your group and you still have no chance of failing. You can add people that are worse than you (provided they have more than 50% chance of success) and still improve your chances.

It makes no sense.

Granted, this is not a 5e fix: 5e doesn't say you should use group checks for stealth. But many people seem to use this rule for sneaking around, which might be a bad idea.

I like group checks. They are fast, easy and cool. But they are obviously not a great fit for situations where having more people will actually hinder your chances.

And group checks can cause the opposite problem for incompetent PCs. If a group of people is lost in the woods and they must find a way out but each individual has less than 50% chance of succeeding, a group of a hundred has basically no chance of ever finding the way out and will all starve to death.

The idea of rolling stealth "as a group" is pretty bad in combat too. It is nice to have the thief being able to stab the Minotaur in the back while the creature only notices the loud paladin walking around in plate armor. Even better, the paladin may talk to the Minotaur and distract it while the rogue snakes around unnoticed. But in other circumstances, group checks might be useful - trying to infiltrate a place without leaving traces, for example.

If you want to use group checks for such situations, here is a quick fix (first part is from the 5e SRD, second part is my suggestion, adapted from Days of the Damned).

You'll never see them coming!
Group Checks (5e SRD)

When a number of individuals are trying to accomplish something as a group, the GM 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.

Group checks don't come up very often, and they're most useful when all the characters succeed or fail as a group. For example, when adventurers are navigating a swamp, the GM might call for a group Wisdom (Survival) check to see if the characters can avoid the quicksand, sinkholes, and other natural hazards of the environment. If at least half the group succeeds, the successful characters are able to guide their companions out of danger. Otherwise, the group stumbles into one of these hazards.

(my suggestion)

Sometimes, the fact that multiple people are attempting the same task at the same time may worsen their chances. The most common example is moving silently as a group, or trying to speak at the same time in a debate. In this case, the GM will add +1 to the roll for each character attempting the task. If there are three characters are attempting a DC 15 stealth check, for example, the DC is raised to 18.

Conversely,  if the situation is such that the task is made easier by the number of characters involved, the GM may subtract 1 from the DC for each member of the party.


  1. If I had a whole clan of Ninja's backing me up, we wouldn't all sneak into the castle together. 90% would be outside throwing a MASSIVE party. In other words, they'd be distracting from the one actually sneaking.

    Just an alternative to think about.

    1. Ninja clan party? Sounds like a reasonable alternative!


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