Li Shenron said:
A possible rule of thumb (I think it might have even been mentioned in the DMG) is to:
- make a single Spot/Listen roll for the whole group
- using the BEST individual modifier
- adding a +2 bonus every time the group doubles in number, BUT
- capping the result at the max for the best individual
Although this sounds good on the surface, it too has some problems:
1) Only a reasonable number of guards should be used. If you have a dozen guards surrounding a four sided building, only three of the guards (at most if some of them are patrolling and some of them are stationary) should be used.
If the guard with the best individual modifier is around the corner or worse yet, around the back, why should you use his ability?
2) The condition of alert. Many people cannot shut the heck up when in groups. I remember a surprise party for my sister in law and brother in law where 30 of us were waiting in their dark house and even though my sister in law and brother in law were a mere 20 feet away outside approaching the house, about a dozen of these people couldn't shut the heck up for the 30 seconds until they got into the door. Talk about annoying the heck out of me.
So, if you have groups of guards, they should be easier to get past then if you have individuals UNLESS they are under strict alert where talking is totally prohibited.
3) The amount of armor the guards and in and whether they are moving. Medium or heavier armor mixed with movement is not conducive to hearing anything well.
4) Whether the guards have helmets on. Helmets are not conducive to seeing much of anything well.
So, I would change your suggestion here slightly to:
- make a single Spot/Listen roll for a few select individuals out of the whole group (the closest ones not moving or the closest moving ones if the closest non-moving ones are more than twice as far away)
- using the BEST individual modifier out of those few select individuals
- adding a +2 bonus every time the group doubles in number to a maximum of +4, BUT
- capping the result at the max for the best individual out of those few select individuals
- penalizing the result based on sound or other distractions in the area, regardless of whether those distractions are made by the guards or by something else