Tomas: Okay, I’m going to search the room.
GM: Give me a Search check.
Tomas: (rolls dice) Aw, shoot. I rolled a 4, which only gives me an 8 on the check.
GM: You spend a couple minutes tossing the room, but you don’t find anything.
Maria: Oh! I want to check, too!
Steve: Me, too!
Samantha: I got a 17!
This is dogpiling the check. It’s not always a bad thing, but when it crops up during play it often just feels… wrong somehow. Are the players pulling a fast one? I mean, it just makes sense that Maria and Steve and Samantha could help search the room. So why can it be so frustrating when this happens?
There are actually three different problems here, and it’s probably useful to split them apart and look at each one separately.
First, there’s a metagaming issue. If Tomas rolled a 30 on their Search check and the GM says “you didn’t find anything,” Maria (and Steve and Samantha) don’t pipe up to say, “I’ll try, too!” It’s only when the thief muffs his roll and fails to find something that the rest of the party uses that metagame knowledge to have someone else make the check.
If this is your concern, you can address it by simply making these types of checks secretly: Since the players don’t know the check result, they can’t metagame it.
This won’t necessarily stop the dogpiling, though. The uncertainty about how well Tomas did can actually motivate the players to always dogpile the check. Other types of action checks may also make it more immediately obvious if Tomas failed or succeeded (e.g., he either picked the lock and can open the door or he didn’t) and have the other PCs queuing up to try, which isn’t metagaming but still dogpiling.
Which leads us to the second problem, which is a pacing issue. Is it really interesting to have everyone sit there sequentially rolling the check? What a huge drag! Let’s wrap it up and move it along! (This is particularly true if there really isn’t anything for them to find in the room and Tomas’ check result is irrelevant.)
You can often bypass this issue by calling for all of the PCs to make a check at the same time.
GM: You’re ushered into a grand ballroom. On the wall hangs a huge, heraldic banner of a red stag rearing on a checkered field of blue and white.
Samantha: Do I recognize the heraldry?
GM: Everyone give me an Intelligence (History) check.
In fact, you should often be anticipating this type of check: All of the characters can see the heraldic banner and they either recognize it or they don’t; it’s not something requiring active study, so you should be immediately asking everyone to make the check. (We call these reactive checks.)
Even if it’s a non-reactive check (like searching a room) and the player is the one proposing the action, you can still try to get ahead of the dogpile: “Is anyone helping Tomas search the room?”
But the third problem is a balance issue.
Let’s say that a particular check has a 70% chance of success for the first character, but a 50% chance of success for the other four PCs. This probably falls into the range of checks that’s both interesting and relevant to resolve. But if the check is dogpiled (with all of the PCs rolling and only one needing to succeed), that 70% chance of success suddenly becomes a 96% chance of success, at which point you have to ask yourself why you’re even rolling the check in the first place.
Compound probability adds up quick, and this is particularly true in systems where the range of the die roll is larger than the skill bonuses: The shift in the average die result over multiple rolls rapidly makes skill almost completely irrelevant. (For example, a DC 15 check where most skill bonuses are +1 to +5 and you’re rolling a d20. The successful check is more likely to come from whichever player rolls the highest number on the d20 than it is to come from the PC with the highest skill rating.)
DOGPILING vs. GROUP ACTIONS
Dogpiling a failed check isn’t the same thing as a group action (where multiple characters are working together). Many games already include effective mechanics for resolving group actions. In D&D 5th Edition, for example, you have group checks (everyone rolls and the group succeeds if at least half the checks are successful) and the Help action (the character with the best check modifier makes the check with advantage if there are other characters helping them).
For more on resolving group actions in any system, check out Part 14 of The Art of Rulings.
FAILURE MUST BE MEANINGFUL
Somewhat ironically, the solution to dogpiling largely goes back to the first principles for framing a check: If you’re rolling the dice, then failure should be interesting, meaningful, or both.
So whenever a PC makes a check, there should be a penalty or consequence for failure.
But yet another reason that dogpiling can feel frustrating is that it can trivially bypass what initially seemed like a meaningful consequence. For example, failing to pick a lock on a door is meaningful because it means the PCs need to find another way to get through the door.
Of course, this also reveals that dogpiling is, in many ways, indistinguishable from one PC repeatedly rerolling the same check.
We could start by reviewing the three techniques described in Failure for the Beginning GM:
No Retries. This obviously solves the dogpiling problem by definition. Whoever made the initial check represented the group’s best effort, and no subsequent checks will change that outcome — e.g., we have established that this door cannot pick and you’ll have to find a different way of getting in.
If your group is used to using narrative resolution, this may be all that you need. But frequently it will just leave people scratching their heads, “Why can’t Samantha search the room after Tomas or at the same time as Tomas?”
A technique I’ve been experimenting with in D&D to “soften” the concept of No Retries is a gradated group check. Basically, it interprets the dogpile as a retroactive group check. The group check requires half of the people attempting the check to succeed, so the second character to make the check has a chance to snatch victory from the jaws of defeat. But if the second character also fails the check, now they’ve dug a hole and it would take two more successful checks for the group to work their way back to success.
The effective application of this technique can be a little limited, but I’ve found it can be a great mental model for social scenes: Tomas has clearly screwed up the negotiations with the vizier. Can Samantha step in and smooth things over? If not, then it will be quite difficult to salvage the situation.
Failing Forward. This preempts the problem because the first character to attempt the check can’t fail, they can only suffer a consequence — Tomas finds the hidden jewel, but triggers a trap; he picks the lock, but his lockpicks break; etc. Since the initial attempt didn’t fail, there’s never a reason for the other PCs to dogpile.
Progress Clock. When all else fails, start or tap a failure clock. The flexibility of this option is great, making it easy to default to when all else fails.
To sum up: Once the dogpile starts, you’ve just got to start looking for additional consequences. Not in a punitive way, just in a, “Okay, you’re spending a lot of time on this lock… what does that mean in the context of the wider world?” way.
DO YOU DARE TO DOGPILE?
With that being said, you also don’t want to discourage the second-best skill rating in the group from flaunting their stuff occasionally. So you may also want to think about how each additional success on a check could provide a benefit:
- A gather information check where each successful check gives a different piece of information, but a failure results in the bad guys becoming aware that the PCs are asking questions.
- A check to craft a magic item where each successful check adds a unique feature to the item, but each failure results in a curse.
This may require a more complicated framing of the check, but it carries the benefits of extra successes needing to be weighed against the increased risk of failure for each additional participant and forcing the group to make a strategic decision.