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Stealth Checks - How do you handle them?
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<blockquote data-quote="Li Shenron" data-source="post: 7040743" data-attributes="member: 1465"><p>One of the main points is pretty much to "cover" routine tasks (stealth, trapfinding, guarding your back, pathfinding...) without forcing the players to guess where/when exactly those tasks would be needed.</p><p></p><p>A possible reason why this system was proposed in the playtest, was because there are always people complaining about DMs who put dangers in nondescript locations that are impossible to guess by reasoning, and players who react to those DMs by starting to check every 5ft for traps. The turn-based exploration tasks provide a possible way to protect the players from those DMs, and DMs from those players. But at the same time, the turn-based system is not incompatible with also checking at specific interesting times or locations.</p><p></p><p>Another interesting point of the turn-based exploration system (but beyond the discussion on stealth) lies within the fact that it requires each PC to choose one or two tasks, but not more. So it actually encourages every player to find something to do during each turn of exploration (instead of always whining that "my Fighter has no out-of-combat abilities!"), and at the same time it doesn't let other PCs dominate and always do everything, because they are limited to 1-2 tasks (even tho, again, should some specific need arise, the DM can still ask/let such player do more checks). But as I said, this is beyond the thread's topic.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7040743, member: 1465"] One of the main points is pretty much to "cover" routine tasks (stealth, trapfinding, guarding your back, pathfinding...) without forcing the players to guess where/when exactly those tasks would be needed. A possible reason why this system was proposed in the playtest, was because there are always people complaining about DMs who put dangers in nondescript locations that are impossible to guess by reasoning, and players who react to those DMs by starting to check every 5ft for traps. The turn-based exploration tasks provide a possible way to protect the players from those DMs, and DMs from those players. But at the same time, the turn-based system is not incompatible with also checking at specific interesting times or locations. Another interesting point of the turn-based exploration system (but beyond the discussion on stealth) lies within the fact that it requires each PC to choose one or two tasks, but not more. So it actually encourages every player to find something to do during each turn of exploration (instead of always whining that "my Fighter has no out-of-combat abilities!"), and at the same time it doesn't let other PCs dominate and always do everything, because they are limited to 1-2 tasks (even tho, again, should some specific need arise, the DM can still ask/let such player do more checks). But as I said, this is beyond the thread's topic. [/QUOTE]
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Stealth Checks - How do you handle them?
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