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Tidelan, the bit about rolling into the campfire was a joke. Sorry for the confusion.
I'm smacking myself over not realizing that before clicking 'post', whoops lol :)
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As for your last suggestion, allowing everyone in a party to roll things like perception, survival, investigation, etc, not only slows down the game, but nearly guarantees success (unless we jack up the DC's. We currently keep them low enough that non-proficient characters still have a chance), thus making the roll pointless. I will discuss with Narrator your suggestion about allowing all proficient members to take part in group rolls.
I don't really think two or three characters with a +4 to +6 bonus, each making a roll with a DC of, say, 15 are 'nearly guaranteed' to reach it, but it certainly could seem that way for certain checks, especially since a lot of players in this game have heavily built their characters to be good with these types of checks.
Thing is though, survival/perception is a druid and ranger's best skill, so it should come easier for them.
Like how generally Wizards, Bards and Artificers are superior at Arcana and other intelligence checks.
Rogues are incredible at whatever half dozen skills they choose to be, but that's part of the class identity (+7 to a check at level 1 is great, and +17 at level 17 is equally amazing (since you can't roll lower than 10, even on natural 1s, the minimum on an experise'd skill is 27)).
Clerics are presumably good at medicine, religion, and maybe insight... et cetera.
Since there haven't been a lot of calls for many different kinds of checks in this game so far, that analysis of the data is actually kind of deceitful.