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3 months ago ::
Feb 25, 2013 - 10:38AM
#1401
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Date Joined:
Jun 17, 2010
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Most creatures that are sleeping are unconscious, but not all. Unconscious has "you are not aware of your surroundings" - so you fail all perception checks outright. The exception is in fact sleeping, and is covered in the Unconscious condition:
A creature that has fallen asleep naturally—as opposed to being knocked unconscious by a power or other effect—is unconscious but not totally deprived of awareness; it can use its passive Perception to hear things, but with a -5 penalty.
But no, they can't see anything - you are considered to have total concealment, and can thus make Stealth checks to hide.
If perception equals your stealth check, the thing detects you.
D&D Next = D&D: Quantum Edition
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3 months ago ::
Feb 25, 2013 - 11:28AM
#1402
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Date Joined:
Mar 28, 2010
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to add on to what Mand is explaining. Some creatures don't actually sleep and instead meditate or don't require sleep at all. Those states also sometimes specify that the creature remains aware of their surroundings. Some of those creatures are playable races and can be PC's, so it's important to note that sort of stuff as a DM.
"Non nobis Domine Sed nomini tuo da gloriam" "I wish for death not because I want to die, but because I seek the war eternal"
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3 months ago ::
Feb 25, 2013 - 2:30PM
#1403
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The rules for Hidden only apply during an encounter, because they say they do. The state is not meaningful, outside an encounter.
Uh
Yes it is.
It really isn't. I can't think of EVEN ONE situation where "enemies in this Encounter must guess your square" is relevant outside an Encounter. In fact, I'm pretty sure that's just tautological.
Relevant outside COMBAT, yes, sure, no problem, but "encounter" and "combat encounter" are not the same thing.
This would be a totally different situation because there is bad outcome that needs to be resolved with each failed Athletics check when climbing a wall. (You fall each fail and possibly take damage.) There is no bad outcome for a failed Stealth check if the enemy is so far away that the penalty to their perception check makes every Stealth check a guaranteed success, ie no fails to resolve.
Being Hidden from nobody because there's nobody to be Hidden from, and trying to roll Stealth over and over until you get a number that you'd like to apply to the next person you want to hide from? Yeah, no. And that's EXACTLY the same as rolling Athletics or a Hit Roll over and over and then trying to keep the number and apply it against the next person you meet: You're doing the classic Try Again Until It Works retest against *nothing*, then trying to say that your roll against the nothing is the roll you get to use against the something.
The bad outcome of a failed Stealth check is that the creature finds you. Which means that, since you can only become Hidden from a creature by rolling against that creature's passive perception, in an Encounter, you have to roll against that creature, as part of the encounter.
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3 months ago ::
Feb 25, 2013 - 5:45PM
#1404
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Date Joined:
Jun 17, 2010
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Then how, pray tell, do you explain using Stealth checks out of combat, at all? Nothing in the Stealth check rules have anything to do with anything other than becoming Hidden, and then the Rules of Hidden Club.
D&D Next = D&D: Quantum Edition
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3 months ago ::
Feb 25, 2013 - 5:54PM
#1405
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Then how, pray tell, do you explain using Stealth checks out of combat, at all? Nothing in the Stealth check rules have anything to do with anything other than becoming Hidden, and then the Rules of Hidden Club.
Apart from the examples right there in the text of how to use Stealth outside an encounter, like "Hide an object in a room, Craft a hidden compartment or sheath, Embed a secret message in a letter"?
All the rest of the rules involve using Stealth in an Encounter, yes, you're correct. That's why I pointed out that the rules only have meaning during an Encounter, and also that while rolling an attack over and over on a monster that doesn't exist is fine, you still have to roll against it for real once it shows up.
(But, again, "Encounter" does not mean "Combat Encounter".)
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3 months ago ::
Feb 26, 2013 - 5:51AM
#1406
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Date Joined:
Jun 17, 2010
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You might note I said out of combat, not out of encounter. An encounter that involves combat is, in fact, a combat encounter. You'll also note that I, too, said that rolling a stealth check over and over is wrong. The difference is that rolling a check, once, is perfectly acceptable and in fact a good idea. How else to you explain the other side, when it's the PCs encountering traps? Their perception is being checked against a DC that the DM just made up, practically, but mechanically it's being checked against a Stealth check result from some actor previous to the party showing up. And it could be millenia before the party shows up. Yet you would have me believe that a stealth check has to be rolled when the party arrives, to have something to check against the PCs' perception? I don't think so.
D&D Next = D&D: Quantum Edition
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3 months ago ::
Feb 26, 2013 - 11:12PM
#1407
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I see LordOfWeasels' argument as far as rules go; this strikes me as DM fiat territory.
That said, maybe there's an interesting way to handle ambush tactics. For example, if your players want to start an encounter with the hidden trait, have them consider how to accomplish this. You need Total Concealment for hidden, and while that's easy against an enemy who is miles away, it doesn't -stay- easy. They have to surrender some degree of combat readiness to create a situation where they will have Total Concealment as their quarry approaches, even if it just means surrendering LOS and relying on their passive perception to notice when the quarry arrives (hiding behind the giant rock or something). Obviously, the other consideration is being hidden on top of maintaining their Total Concealment, and they want their "Take 20".
But probability says that rolling a 1 is about as likely as rolling a 20, and in this situation the PCs must rely on their environment in the Stealth Check. I'd recommend making them roll for their Stealth when they prepare the ambush; they get as many rerolls as they're willing to / can make before the encounter starts, but record their lowest result. They disturb the environment as they prepare their ambush and move around in it, so their lowest Stealth roll becomes the DC for their quarry to notice that the environment has travelers passing through or in it. If their result is lower than the Passive Perception for the quarry, the quarry knows to make Perception Checks & possibly its own Stealth Checks. If they want to make it a stealth game, make it interesting and challenge them where their focus is. Either they'll love it, or it'll turn out that they just want to start every encounter with combat advantage and/or relative immunity to attacks, which is just kind of silly.
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3 months ago ::
Feb 27, 2013 - 9:59AM
#1408
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Date Joined:
Aug 20, 2003
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The trick with setting up any ambush is that its only as good as the least stealthy party member (just like you don't have to outrun the dragon, you only have to outrun the dwarf or halfling). It doesn't really matter if your thief rolls a 42 if the Paladin in plate armor rolls a 12.
I would run the setup of an ambush as a Skill Challenge. The complexity level would vary based on what you're trying to surprise and where. If its a single creature with no special detection abilities (ex: a lone merchant in a dark alleyway with no one else around) it would be complexity 1. If it's a caravan with trained guards (or an army) including darkvision and flying scouts on an open road in a barren wasteland, and your actual target is at the rear end of the caravan, it's complexity 5. Relevant skills would be: 1) Stealth (obviously). This would be the main skill 2) Nature, Dungeoneering or Streetwise, based on location of the encounter. I would limit the number of these checks, or after the 1st one or two, it might become advantage granting only. 3) Perception and possibly Insight could give advantages - spotting better hiding locations, etc. 4) Bluff or Thievery are possibilities, especially to setup another distraction, or if the ambush relies on a character faking they are injured in the road, etc. Or it could represent the party having a hidden signal to trigger the attack without alerting the enemy. 5) Acrobatics and Athletics could play a part as well with a limited number of uses and represent moving something large into position to give cover (and not look obvious), or a character getting into a hidden position up in a tree, etc. 6) Endurance may also come into play. Sitting in ambush position may be easy for a character trained in stealth and in light armor. Its more difficult for the paladin in plate or cleric in scale armor to sit still quietly for those 5 minutes you're waiting. 7) If the nature of the approaching targets is known, I would maybe grant an advantage from a monster knowledge check of the appropriate skill.
Challenge results: On total success, I would give the full party a surprise round, and starting as hidden, or at least a very large bonus (say +20) on the opposed stealth check as the enemy approaches.
On failure, the enemy would recognize there is an ambush or something wrong as they approach the area and would be alert, but the party would still get stealth checks without a bonus (I don't think a penalty would be necessary). If there's time, I may allow the party to recognize they totally screwed up their ambush attempt ahead of time, but they wouldn't be able to retry the challenge near the same location, and if they move further down the road, a reattempt may have penalties or be more difficult as the enemy would be alerted.
If the result is somewhere in between (challenge succeeded with some failures), grant a moderate bonus to stealth checks to the party. Considering lines of sight based on the enemy and the party members, this might result in a surprise round or not, depending on how good the enemy's perception is. ..."window.parent.tinyMCE.get('post_content').onLoad.dispatch();" contenteditable="true" /> Also consider that depending on terrain some characters may need to take positions that are not great for a surprise round in order to be hidden, such as being prone, up in a tree, in difficult terrain (heavy brush) etc, so some characters may choose not to act in the surprise round if they haven't been spotted.
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3 months ago ::
Feb 27, 2013 - 11:19AM
#1409
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Hey question: the "Blur" Wizard Utility (Level 10, PHB1) states : "and enemies five or more squares away from you cannot see you" i'm taking it for my swordmage through a theme
what is my condition for those "more than 5 square away monsters" relative to those mentioned in the first posts? is it concealment, hidden, or has this power been errataed in a way that makes it not matter?
edit: or actually, does it just interrupt line of sight? that might be it
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3 months ago ::
Feb 27, 2013 - 11:19AM
#1410
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Date Joined:
Jan 26, 2013
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I can tell you how I am handling abmush/stealth rules now, as I discussed with the players involved in my campaign. It follows all the rules and works well IMO.
Players can hide all they want if there is no chance of enemy detection. No dice rolls. You want to hide, fine, you are now hidden. (This allows players to set up an ambush in an area and then only have to maintain normal cover or normal concealment, because they are just having to remain hidden from that point on.)
The first dice roll occurs when an enemy has its first chance at detecting any player. For example, a caravan first comes down the road. I consider this the start of the encounter, although combat has not yet started so a noncombat enounter. The caravan is most likely over 10 squares away, so the caravan folks have a -2 to their perception at this point. The players roll their stealth check. If any of the players fail, they obviously are detected and probably combat starts with no surprise round. If they instead all succeed at their stealth checks, any of them can reroll their stealth check if they choose to, following the rule of rolling another stealth check after a "move 0" action. They have to keep their new roll and could possibly be detected if they roll low and as the caravan draws nearer. And I calculate how much closer the caravan is each "round" although official rounds have not really started yet since we are not in combat. This limits how many rerolls they are going to get before the risk becomes too great. They are probably only going to get 1-2 lower risk rerolls before the caravan no longer has the -2 perception check due to being over 10 squares away.
Does this sound reasonable? Trying to incorporate the information you all are providing for a final ruling for my players. I personally don't like the skill challenge concept for something that really should just be covered under the stealth skill.
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