Once again, +1. This topic has been brought up numerous times, and each time I want to give my support. Allow switching during dialogue so characters with better skill can use them. Gale does Arcana, SH Religion, my Rogue with +7 Deception handles Deception, my cleric with +5 Persuasion handles Persuasion checks, etc.
It stinks when SH succeeds in Religion and then fails Arcana while Gale succeeds in Arcana and fails Religion and the party is just stuck because they don't hand things off.
+1 to this.
Put another way, I feel like one of the missing elements of a tabletop campaign is the lack of party cooperation on skill checks in situations like this. I want to build a *party* around diverse skill representation, but the way skill checks are presented, I feel like I need a single *character* with high enough skill values in *anything* that might come up in order to have a chance at succeeding. Let my *party* participate in skill challenges, at least giving Support with skills the active character might not be proficient in. It feels like encounters were really engineered for a solo game, and they remembered after doing all the writing that there were going to be more than one person in the party. (See the first encounter with Astarion where he sneaks up on you while Shadowheart stands there, watching him do it)
(That's putting aside my complaint that there are too many repeated rolls in some dialogues that are designed to increase difficulty, when they should just be making a single roll at disadvantage. Like the multiple skill checks to crush the parasite in one scene, forcing you to potentially use multiple resources to get through a single dialogue and potentially STILL failing after spending resources to succeed at one dice roll. That's not a fair approach to the D&D system's skill checks.)