Role-playing Games Stack Exchange is a question and answer site for gamemasters and players of tabletop, paper-and-pencil role-playing games. It's 100% free, no registration required.

Sign up
Here's how it works:
  1. Anybody can ask a question
  2. Anybody can answer
  3. The best answers are voted up and rise to the top

A number of published adventures mention rolling a "group stealth check" and other group checks where, theoretically, a proportion of the players try to beat the DC.

Are there formal rules for this, and if so, where?

share|improve this question
Which adventurers is this found in? – Simon Withers Nov 3 '10 at 1:43
If there is they should be handled by the DM, and have situation positives and negative put into put for the environment. House rule and higher level groups have the rogues make them not as loud (tie strings in Armour......). Using sign/mental communication would certainly help. Typically as a DM I role group stealth and other group ones myself, if it passes then I reveal part of story or tell from readers perspective they missed a challenge (and would award them xp for doing so.) – IrqJD Dec 31 '10 at 5:12
up vote 9 down vote accepted

Rules Compendium page 128 states that group checks are almost always against an easy DC and if at least half the group succeeds the whole group succeeds. Otherwise the group fails.

share|improve this answer
Rules Compendium? Is there a link to this thing? Is this duplicated in the DMG or someplace? I'm surprised - do I need to buy yet-another rulebook? – F. Randall Farmer Nov 3 '10 at 7:29
The Rules Compendium came out with the Essentials line launch. And is probably one of the most useful books (if not the) to have at the table. – anon186 Nov 3 '10 at 11:08
+1 for Rules Compendium. If you don't have it, get it now. – Iszi Nov 3 '10 at 13:14

DMG1, p.75

Real mechanic.

Group Skill Checks
Sometimes a skill challenge calls for a group skill check. When the party is climbing a cliff, everyone needs to roll an Athletics check to climb. In this case, allow one character to be the lead climber. This character makes the actual check to gain a success or failure. The others make checks to help the lead character, in effect aiding that character, but their checks provide neither a success nor a failure toward resolving the challenge. Each ally that gets a result of 10 or higher provides a +2 bonus to the lead character’s check (to a maximum bonus of +8).

share|improve this answer
That's been updated (superseded) by DMG2 page 83, which is also in the Compendium. – anon186 Nov 3 '10 at 11:15
There's the links I was looking for! Thanks guys. – F. Randall Farmer Nov 3 '10 at 14:36

Your Answer


By posting your answer, you agree to the privacy policy and terms of service.

Not the answer you're looking for? Browse other questions tagged or ask your own question.