[RPG] Dealing with skill rerolls by several players

gm-techniquesskillssystem-agnostic

I could use some advice as a GM on how to handle rolls which get repeated by several players one after the other.

Example 1

The PCs stand in front of a locked door and try to force it open. The tough
guy: "Stand back, I'll handle this!" Gives it a try, fails his roll,
the door stands. Up comes PC number 2. "Okay, I throw myself against the
door". Rolls okay, but not sufficient; the door holds. Eventually, the
Elf with back pain or the paraplegic Halfling succeeds with a lucky
roll.

Example 2

The PCs come upon a strange herb that they found somewhere. First
player checks herbology, zip. Second player, "Maybe I know the
kraut?", rolls, nothing. Third player…

This happens kind of frequently in our game. I'm not entirely sure it is a bad thing, but somehow it feels wrong. Firstly it greatly changes the balance of skill checks: 'sneaking' rolls, for example, must be succeeded by everyone in the group, 'herbology' only by one out of many. Secondly, I feel it lessens the satisfaction of actually solving problems unless the players explicitly want their characters to work together (and somewhat act it out, maybe). It boils down to "Okay, you try it first, then you, then you, and you with 0.1% chance of succeeding, why don't you give it a shot as well?"

The problem is lessened in some situations:

  • Some skill checks can have bad effects if they go wrong (e.g. Surgery, First Aid).
  • Others will take time/resources that not all PCs are willing to spend.

But in many cases there is no game mechanical or rational way why players should not do it.

  • Do you think this is an issue, i.e., does this bother you as a GM?
  • How do you handle these kinds of situations? (Ignore it? Forbid rerolls by other players? Add penalties to consecutive tries?)

I am totally okay with answers involving just talking to your players, or suggesting they try this or that. I don't necessarily need a game-mechanical way to address this issue.

Best Answer

A few games resolve this situation by dealing with it explicitly in the rules, and building the check system to accomodate how it handles this situation. The most notable one is Burning Wheel and its Let It Ride rule:

The result of one test stands for the duration of the situation.

When in a situation like this, the success or failure of the attempt comes down to one roll. Players may cooperate or not, but once the dice are cast for the first time, the door will/will not be open and there can be no new roll by anyone for that goal until the situation significantly changes (like, they go fetch a battering ram, or they return a month later).

Lots of Burning Wheel's rules are tightly enmeshed in the rest of the rules, but this is one of the few that is easily separated and portable to other games. If your game of choice already has rules for assisting, you don't even need to houserule anything once you let your players know that you'll be following Let It Ride from now on. In the situation you describe, the fiction doesn't even need to change. "We all take turns bashing at the door. Eventually one of us must get through!" After establishing their method and their goal, they decide who's making the roll, everyone else adds bonuses for helping, and then the one roll is made.

This rule was built into Burning Wheel specifically because the author got the same feeling as you, that there's a problem with this common occurrence in games with skill systems. Most games test for the action, which under some circumstances virtually guarantees success (or failure) by just repeating the action. Instead of using task-based resolution like that for skills, Burning Wheel uses an intent-based resolution, where your goal is why you roll (and only once), but what you roll is determined by the method you use. Let It Ride is a key part of its intent-based resolution, in that it reminds everyone that they only get to do this once, so they need to bring all their resources to bear – or not, if someone in the party is opposed to the attempt. Either way, everyone has to commit to either pursuing this goal or not, before the roll happens. There's no hanging back to try after, because there's no second chance.


As an added bonus, it fixes a related problem, because the rule binds the GM too. The GM is forbidden from calling for multiple tests for the same task, so there's none of this sort of thing designed to railroad a failure:

GM: Roll to climb! Hm, success… okay, you get 10 feet up without falling. Roll again! Another success… What's your skill level? Oh, that's pretty good… So you reach a ledge 30' up. You've got 100' to go, so roll again! …Success. You get halfway up. It's a long way down now. Roll climb. Aw, you failed! You plummet to your death. But wait! Giant eagles save you and fly you halfway around the world.