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Skill check and Dogpiling

Helping, group checks, & dog piling

In general the player that prompts the check makes the roll.
These guidelines are to prevent the whole table from asking "can I make a check as well?" anytime there's a skill check. The goal is to give space for things to fail in interesting ways, rather than perfectly optimize all checks.


If more than one player can roll the DM will either call out specific players to assist or call for a group check. Players can suggest how they can help and the DM may allow additional roles. In some cases a player may need to be proficient or have a narrative reason their character would be able to help.

The types below are meant as general guidelines, not mechanical rules, to help set a framework for how Ability checks are used.

Mechanics

There are several ways that the help action can result in changes to the roll:

  • The common case: The character making the check gains advantage, the helping character does not roll.
  • Both characters are taking the action: The characters involved each make a separate roll, if either succeeds
    the check is passed. For example, narratively this might make sense for keeping watch.
  • The assisting character makes a lower DC check, if successful the character making the check has advantage.
    This might be the case where a PC could help, but assisting might be difficult. For example two characters are
    attempting to push open a door and there is limited space, so helping involves finding a way for both
    characters to push effectively.

Immediate

Help can rarely be used
These checks are made as part of an action in progress and can rarely be assisted directly. Examples include attempting to discern if an NPC is lying, trying to steal the key from a guard's belt as they walk by, attempting to quickly search a room, or to stabilize an ally in battle.

Example skills: Athletics, Acrobatics, Slight of hand, Investigation, Animal Handling, Insight, Perception

Situational

Only those already involved can help
Similar to immediate check these checks are made as part of an ongoing action. Most commonly these would be checks to interact with an NPC. In order for a PC to help they must already be involved in the situation. For example, a character could slowly draw their greatsword just as another tries to intimidate a local town official or one character could have the reins of a horse while the other attempts to climb on the back.

Example Skills: Deception, Intimidation, Persuasion, Animal Handling

Standard

Other players can help, but may require proficiency
In this case one character is making a check that uses a skill over a short to medium amount of time. Having other characters help makes sense although the assisting character may need proficiency. For example, attempting to bandage a broken leg while others set up camp.

Example Skills: Medicine, Survival, Performace, Arcana, History, Nature, Religion

Group

Helping not relevant.
This is a special case where the DM determines that all players can make a check. This represents a 'group check' as per the Player's handbook or when simply everyone gets to roll.
This type is used when the group can help each other over time, such as making a stealth or survival check for a day's journey or when methodically searching a room.
The other way this check is used is if it's reasonable for every PC to make a check. For example, an enemy dives into a crowd of people and tries to escape, each PC should have a chance to see the enemy as it turns into an alley.

Example Skills: Stealth, Survival, Arcana, History, Nature, Religion

Collective (aka Group v2)

The group rolls against a total DC. So for DC13 and 5 players the total DC is 65. If the players get higher then they succeed.