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?

  • \$\begingroup\$ Which adventurers is this found in? \$\endgroup\$ – Simon Withers Nov 3 '10 at 1:43

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.

  • \$\begingroup\$ 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? \$\endgroup\$ – F. Randall Farmer Nov 3 '10 at 7:29
  • \$\begingroup\$ 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. \$\endgroup\$ – anon186 Nov 3 '10 at 11:08

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).

  • 2
    \$\begingroup\$ That's been updated (superseded) by DMG2 page 83, which is also in the Compendium. \$\endgroup\$ – anon186 Nov 3 '10 at 11:15

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