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1 year ago ::
Mar 23, 2012 - 11:55PM
#1
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if i have party sleeping, including one on watch, what check would it be to see if notice ground shaking a tiny bit (from a running ogre on it's way to their camp).
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1 year ago ::
Mar 24, 2012 - 3:29AM
#2
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Date Joined:
Mar 22, 2012
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The Ogre makes a Move Silently check with the penalty for running (-20) along with others for being in a 'noisy' terrain (where there are twigs, leaves, etc.). This will tend to make the DC really low (but you actually want the Ogre to be heard, don't you?). The one on watch should thus easily hear (a Listen check). Those sleeping should also get a Listen check, but at penalties (I usually do -5 or -10 depending on how 'comfortable' their conditions are). Note that for those sleeping, making a check simply means that they wake up (open their eyes). I force an addition +5 to allow them a partial action (usually just letting them get up). Note that those sleeping should be considered to be unarmored.
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1 year ago ::
Mar 24, 2012 - 3:39AM
#3
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excellent info. thanks you much
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1 year ago ::
Mar 24, 2012 - 12:19PM
#4
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You may want to take a look at the listen skill and moveSilently. The MS check is at -20 and you may even say the Ogre is making no attempt at being stealthy as thus takes 1 on its skill check. A sleeping character gets -10 on the listen check (net -10 right now) with an additional penalty based on the distance to the ogre (I'd use the average distance away to figure this out) and if successful gets to "wake up." All of these checks would happen to determine Surprise and who gets to act during the surprise round. Now the sleeping character starts out as helpless but when it wakes up is will still be prone and most likely unarmed and unarmored. A woken character can act but likely has his options restricted a bit compared to when he's ready for duty.
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1 year ago ::
Mar 26, 2012 - 10:20PM
#5
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more excellent info StevenO. thanks you much
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1 year ago ::
Mar 27, 2012 - 3:11PM
#6
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Date Joined:
Oct 19, 2005
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I would let the players make listen checks with the according checks as StevenO mentioned, and then calculated how far the ogre is away, when they first hear him.
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1 year ago ::
Mar 27, 2012 - 10:54PM
#7
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I would let the players make listen checks with the according checks as StevenO mentioned, and then calculated how far the ogre is away, when they first hear him.
I think the idea here is to make the Listen Check for the PCs and then determine how close the Ogre will get before the distance penalty drops far enough that the PCs succeed. It's an interesting idea but not really all that helpful because how far a PC is away when he "wakes up" isn't really going to make a difference when the important thing is what turn he wakes up.
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1 year ago ::
Mar 27, 2012 - 11:28PM
#8
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Date Joined:
Oct 19, 2005
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I think the idea here is to make the Listen Check for the PCs and then determine how close the Ogre will get before the distance penalty drops far enough that the PCs succeed. It's an interesting idea but not really all that helpful because how far a PC is away when he "wakes up" isn't really going to make a difference when the important thing is what turn he wakes up.
You have a point there. The DM can determine who has the highest skill check. This character then has its turn on the first round. Maybe from his actions arises more sound, making it easier for his companions to wake up or maybe he even wakes some of them up. But this is a good point to start and one doesn't need to throw dices every 10 feet the ogre runs to see if one of the players is hearing them. Anyhow, from there on you can see which player then wakes up which round, according to his listen check result and the new noise level (or if he has been woken up). Thenyou can choose if you let them act in order of their skill check results or roll an initiative.
This maybe is not all RAW, but in my opinion a very good way to handle such a situation and worked well for me in the sessions where I was the DM.
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1 year ago ::
Mar 28, 2012 - 9:34AM
#9
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Thinking about things a little more I can see how rolling listen and then seeing how close the Ogre gets before waking up could work. This also goes back to something mentioned earlier.
You mention having the distance they hear the Ogre setting there action order. While I don't quite agree with that I guess I can see setting a penalty to the initiative roll based on how much closer the Ogre gets between awareness events. The person who hears the ogre and wakes up first doesn't suffer a penalty to initiative but as it gets closer from there there is an initiative penalty equal to (or at least based on) the reduction in the listen penalty. Some people can react faster even if they get started later although the ogre does have another step or two on them.
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1 year ago ::
Mar 28, 2012 - 10:53AM
#10
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Date Joined:
Mar 22, 2012
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It is a joke around here that those in the back go first in the initiative order. They have the Dex and Improved Initiative, but the brute fighters have neither. Let those in the rear suffer.
DM: 22, Ivory, you have risen from your sleep to the sound of something large coming down the hill. Ivory: Can I tell what it is? Herbert, can you tell what it is? Herbert: Think it is Ogre. Ivory: I am not rushing out to fight an Ogre alone. I will stay here and prepare. [This is repeated for others.] [Ogre moves and attacks.] [Herbert, Stuart, and Malbor finally come up in initiative order and return the hurt to the Ogre.] [Next round those with Dex and such finally get to do what they do best.]
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