For combat grapplers, it’s pretty much always relevant.
Power can come in many different forms.
This can create some rather unfun gameplay situations.
Art by Alexandre Honoré
The most common examples are perception, insight, and investigation.
One player realises they should probably look for hidden doors.
The person next to them realises they have thehigher intelligence modifier and asks if they can roll as well.
Dungeons and Dragons Strixhaven Curriculum of Chaos via Wizards of the Coast
These create some pretty frustrating gameplay loops.
The players who first suggested making the checks are now sidelined.
You might alsoassign a player to make the peek if they’re leading the scene.
Dungeons and Dragons Strixhaven Curriculum of Chaos via Wizards of the Coast
Ahistory check might be given to the character with the most relevant knowledge, typically a bard or wizard.
A perceptioncheck to spot a trap could go to the player at the front of the group’s formation.
This also encourages the players to change their marching order depending on what exploration skills they’re using.
Dead End Via Wizards of the Coast
If a character fails to kick open a locked door, they’ll hurt their foot.
Failing tolockpick it might set off a trap.
A poor attempt at persuading an NPC might dolasting damage to the party’s reputation.
Foggy streets via Wizards of The Coast
You ask for a player leading negotiations to make a persuasion check.
Only counting rolls you asked for is also a good general-purpose rule.
Approach
Grouped Checks
All players attempt the same skill check.If half succeed, the group overall is successful.
A character being helped makes a skill check using the higher modifier of them and the person helping them.
Thiskeeps the spotlight on the original player who attempts a check, while still letting others help.
It also limits the number of attempts on a check to two.
These tips will help you craft group backstories in D&D campaigns.