Questions from my last Play session.

devcar

First Post
1) at the end of a dark (dim light) allyway, there is a tarp over what looks like 2 bodies. The players are looking for a kidnapped girl, so when we hear what sounds like a female "help me" from under the tarp, we investigate. (roll initative) The rogue moves to the tarp and does a stealth check at the end of the move (only 2 squares so no negative) The rogue looks under the tarp and the 2 monsters under the tarp both used their readied action to attack the rogue.

The questions...Do they see the rogue at all if their passive does not beat the stealth roll? Since it is still inside of the rogues turn, (immediate reaction for readied action.) does line of sight break stealth? If they do break stealth, do they use "targeting what you can't see" rules? Does it make a difference that they have readied actions vs throwing off the tarp during their turn?

2) The ranger is knocked to almost his negative bloody value. The rogue runs to his side and does a heal check (passes with a 20). The ranger has already spent his second wind.

The questions...What happens to the ranger? Does he return to 0 hp, 1hp, or stay at his negative bloody value? Is he conscious?

3) Our fearless rogue is exploring the inn that the party is staying at while the rest of the party sleeps. While exploring, he finds a secret door that leads deep underground. At the bottom on the stairs down, a 3x5 room with doors at opposite ends. The rogue listens to one door and nothing. Heading over to the other door, he triggers a trap floor pit. (30' drop to poisoned spikes and triggers a voice to say "Master...Intruders are here!!") ***in our game, the rogue makes an acrobatics check and hits a 27 at 1st level...catches himself on the edge of the pit.***

The questions...Does he get a save (or an acrobatics check) to keep from falling into the pit? The BIG question is does he get XP for the trap? If the alarm triggers and encounter, does that change the way the trap XP is calculated?
 

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1) at the end of a dark (dim light) allyway, there is a tarp over what looks like 2 bodies. The players are looking for a kidnapped girl, so when we hear what sounds like a female "help me" from under the tarp, we investigate. (roll initative) The rogue moves to the tarp and does a stealth check at the end of the move (only 2 squares so no negative) The rogue looks under the tarp and the 2 monsters under the tarp both used their readied action to attack the rogue.

The questions...Do they see the rogue at all if their passive does not beat the stealth roll? Since it is still inside of the rogues turn, (immediate reaction for readied action.) does line of sight break stealth? If they do break stealth, do they use "targeting what you can't see" rules? Does it make a difference that they have readied actions vs throwing off the tarp during their turn?

Well -- stealth grants invisibility and silence. In order for a monster to avoid surprise at the beginning of combat, the monster must either passively perceive (if not alert) or actively perceive (if watching carefully, spending an action every not-really-a-turn-because-you're-not-in-combat-but-I-can't-think-of-a-better-way-to-describe-this). When in doubt, the answer should always be passive perception. Unless a critter has a really good reason to stop and actively search for a stealthy character, the rules guide you to use passive perception.

So here my question would be -- did the baddies know the PC was coming? did they hear her allies or otherwise get tipped off that they were entering combat rounds? If not than theoretically when the rogue strips off the tarp the rogue may be surprised to see the monsters, but the monsters are also surprised to see the rogue (thus, no surprise round, go by initiative order, and if the monsters win initiative they attack first, or can ready on their turn.)

Readying generally is a combat action, thus requires you to be in combat, or at least in initiative rounds.

On the more explicit question -- the rogue interacted directly with an enemy (ripping off a tarp) in my game I would call that drawing attention to yourself (thus ending stealth), alternately, the rogue also (from the description) lacks cover or concealment, which would end stealth. Either way, no stealth there.

If you decided there was stealth, than a stealthed individual does count as silent and invisible, which does require your monsters to guess a square and swing at something they cannot see.

See the DnD compendium, or PHB1 (and the rules update appendix in PHB2)

2) The ranger is knocked to almost his negative bloody value. The rogue runs to his side and does a heal check (passes with a 20). The ranger has already spent his second wind.

The questions...What happens to the ranger? Does he return to 0 hp, 1hp, or stay at his negative bloody value? Is he conscious?

Check the rules the heal skill:

Stabilize the Dying: Make a DC 15 Heal check to stabilize an adjacent dying character. If you succeed, the character can stop making death saving throws until he or she takes damage. The character’s current hit point total doesn’t change as a result of being stabilized.

(says the compendium.)

3) The questions...Does he get a save (or an acrobatics check) to keep from falling into the pit? The BIG question is does he get XP for the trap? If the alarm triggers and encounter, does that change the way the trap XP is calculated?

XP: Yes, because he encountered it and survived. Traps work like monsters for XP.

Save: Up to you. When you drop a trap into play you (the DM) get to define what it's DC is to detect, how much damage it does, what kind of disarming mechanism there might be, if it auto-resets, and whether it can be avoided after it is triggered.

If you are using a canned trap and it doesn't say that the rogue gets a roll, then no roll, if the trap has a roll in it to avoid the damage, then you allow the roll. Apply here the rule : it is your game, if you want to give your rogue an athletics check to avoid damage, do so, who's going to complain?

All of the foregoing: IMHO.
 

2) The ranger is knocked to almost his negative bloody value. The rogue runs to his side and does a heal check (passes with a 20). The ranger has already spent his second wind.

The questions...What happens to the ranger? Does he return to 0 hp, 1hp, or stay at his negative bloody value? Is he conscious?

The rogue wasted his action. The Heal check allows the ranger to spend his second wind, which he does not at that point in time have. Nothing happens.

3)... Does he get a save (or an acrobatics check) to keep from falling into the pit? The BIG question is does he get XP for the trap? If the alarm triggers and encounter, does that change the way the trap XP is calculated?

Normally, pit traps make attacks v Reflex, so yours is an unusual situation.

Regardless, the xp for the encounter (and a trap is an encounter regardless of whether other enemies are present) would be received.
 

In my opinion, the initiative in situation 1) was rolled too soon in this case.

The system assumes that combat initiates when obvious hostile actions are about to happen (at that precise point you roll for initiative). In this case, the rogue's stealthy approach to the tarp (or trap, pun intended) should have been played "out of combat" in my opionion.

Few cases of different results I might have used:

- Rogue makes stealth rolls, monsters don't make theirs. Rogue gets a surprise round.
The tarp is just something that allows the monsters to hide where there would be no cover or concealment in other situation.

- Rogue makes stealth rolls, so do the monsters (both fail at perception). Just roll normal initiative. Perhaps give both the rogue and the monsters a surprise round if you want a twist.

- Rogue fails at stealth, monsters fail at stealth. Start the fight with normal initiative rolls, and tell the rogue that there is something threatening under the tarp.

In any case a combat should not start with readied attacks. If someone surprises the opposition, they should just get a surprise round and then proceed with normal initiative.

In the example cases, the monsters might know there is someone out there (if other characters don't roll for stealth) but I assume they wait until they hear that someone is within striking range.
 
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Also, to add to my above post, the reason not to roll initiative so soon in this case is that your initiative rolling is a strong clue of danger that the players don't notice yet. This is not good since they assume an ambush and needless meta-gaming can happen as a result.
 

You don't ready actions outside of combat, you have the surprise round.

Two questions that affect the answer to this scenario.

1) Was the tarp completely encasing the monsters or just mostly covering them (total cover vs partial cover).

2) Did the rogue completely rip off the tarp or just peak underneath?


For question 1, if the tarp was completely covering the monsters, then both the monsters and the party have total cover and can stealth. If the party successfuly stealth against the monsters, they would have surprise. If the monsters successfully stealthed, they get surprise. If both sides succeeded or failed, no surprise round, just regular initiative.

If the tarp was partially covering the monsters, only they could stealth. They hide before the party got there (total cover) and then had partial cover to maintain stealth. If the monsters successfully stealthed, they get surprise.



For question 2, if the rogue pulled the tarp completely off, he no longer has cover and so it would break stealth. If the rogue peeked under the tarp, he still has cover, could maintain stealth, and might get a surprise round on the monsters.
 

Hmmm, you've gotten a bit of a motley collection of answers here, though most of it is correct. Let me just throw my vote in.

1) at the end of a dark (dim light) allyway, there is a tarp over what looks like 2 bodies. The players are looking for a kidnapped girl, so when we hear what sounds like a female "help me" from under the tarp, we investigate. (roll initative) The rogue moves to the tarp and does a stealth check at the end of the move (only 2 squares so no negative) The rogue looks under the tarp and the 2 monsters under the tarp both used their readied action to attack the rogue.

The questions...Do they see the rogue at all if their passive does not beat the stealth roll? Since it is still inside of the rogues turn, (immediate reaction for readied action.) does line of sight break stealth? If they do break stealth, do they use "targeting what you can't see" rules? Does it make a difference that they have readied actions vs throwing off the tarp during their turn?

In essence surprise is always at the discretion of the DM. It happens when one side is able to unexpectedly launch an attack on the other. Stealth is usually, but not always, a major consideration. Generally you would structure these situations so that the potentially surprised party gets SOME sort of skill check to avoid surprise, but this is not a requirement. So in this case I might allow a perception check for the rogue to sense something odd about the situation (the voice sounds funny, he notices a hairy clawed foot sticking out from under the tarp, smells something funny, etc). If he didn't call out a perception check then its passive. You have to decide a DC (usually the monster's hide roll in this case). If the rogue fails the check then he's surprised, so the monsters get one action before he can react. Otherwise its just initiative order.

Mechanically it doesn't REALLY matter when you roll the initiative. Sometimes it can be helpful to do it earlier because the PCs are treating the situation like a combat situation and its easier to regulate power use etc that way. You can still interject a surprise round when the actual battle starts. The sequence of combat rules cover the most common way things will play out, but you should feel free to vary that a bit if it makes sense.

2) The ranger is knocked to almost his negative bloody value. The rogue runs to his side and does a heal check (passes with a 20). The ranger has already spent his second wind.

The questions...What happens to the ranger? Does he return to 0 hp, 1hp, or stay at his negative bloody value? Is he conscious?

Technically the question here is what action the rogue attempted. He has a choice of Stabilize the Dying and Use Second Wind. In theory he has to pick one and stick with it, so if he picked Use Second Wind then it does nothing, otherwise it stabilizes the ranger. Given that they are the same action cost, use the same skill, and are basically both close to the same thing (helping someone who's hurt) I'd probably let it slide since second wind isn't an option. If he was trying to be vague just to find out which check he would pass before deciding, then I'd make sure he actually specifies the exact task first. Usually though this will come up when the player isn't sure how the skill works.

3) Our fearless rogue is exploring the inn that the party is staying at while the rest of the party sleeps. While exploring, he finds a secret door that leads deep underground. At the bottom on the stairs down, a 3x5 room with doors at opposite ends. The rogue listens to one door and nothing. Heading over to the other door, he triggers a trap floor pit. (30' drop to poisoned spikes and triggers a voice to say "Master...Intruders are here!!") ***in our game, the rogue makes an acrobatics check and hits a 27 at 1st level...catches himself on the edge of the pit.***

The questions...Does he get a save (or an acrobatics check) to keep from falling into the pit? The BIG question is does he get XP for the trap? If the alarm triggers and encounter, does that change the way the trap XP is calculated?

A pit trap is a trap, which means the mechanics of the trap in its description will tell you how it works. Generally the trap will roll an attack vs reflex and if it hits then the character falls in. They don't get a save. The rogue could use Acrobatics to reduce the falling damage by half. IF the pit was just a pit in the floor and for some reason the rogue was pushed into it or something THEN he would get a simple saving throw to catch himself.

As for XP from traps, its just like monsters. If you survive the encounter you get the XP. By RAW XP rewards for encounters are fixed by the XP budget and it doesn't matter what actually happens during the encounter. However its perfectly reasonable to award partial XP. If a party attacked monsters and then retreated they would get XP for the ones they killed. You might decide not to award XP for a trap that had no impact on the encounter, but the general concept is its part of the threat, so it should count. In the case of this pit the rogue definitely gets the XP, assuming he survives...
 

Thanks for all the great feedback...Here is our current discussion via email

DISCUSSION 1 = discussion about using first aid and no second wind left and dying upon successful heal check:


Quote:
1. Player is correct when he says "stablize the dying" is DC15 and the hp does not change.

2. Rogue was correct when he referred to Players handbook #1 saying on page 295, 2nd column, under the section titled "healing a dying character" it says: "When you subject to a healing effect that requires you to spend a healing surge and you have none left, you are restored to 1 hit point, if you were dying."

3. BUT...In Players Handbook #1 on page 295, 2nd column, under the section "healing the dying" (in other words the same section Rogue was referring to) in the second sentence it says "If someone has stablized you using the heal skill but you receive no healing, you regain hit points after an extended rest."
So you were both wrong? So this last part has me thinking that michael and matt need a full extended rest to get hp back. so ya'll dragged them to ioun temple and to unicorn inn after kenku fight? Or?
Ummm.... further discussion anyone?



In this case, the way I read the rules (including part 3) I was wrong. Player was right about this situation. Both players should be at the negative value HP when they stopped taking saves. They would both remain unconscious “no matter what” unless someone used a true healing power, a healing potion, or they waited 6 hours (4 for eladrin). In order to maintain game timeline, this could have been done by Bard after a 5 minute rest and then another 5 minute rest to regain all of his healing powers back.


Discussion 2 = Rogue/DM about his pit situation:


Quote:
Rogue did fall in the pit.. As I said, his using acrobatics to not fall in, just doesn't feel right, so I checked and was happy to find out that, if you don't perceive it passive or otherwise, and you affect the trigger you have tripped it. When you trip it - it rolls to hit you, you shouldn't get another layer of defense if you think about it. It rolled against his reflex if yuo remember and hit him easily, so he fell in. Here are the things I turned up:

1. Traps do not give you a "save" to avoid falling in. Read traps, acrobtics, atheltics, "falling" rules, or whatever else you can think of. Nowhere do you get the right to "avoid falling in" unless OTHER conditions occur. Like push, pull, slide powers and such.

2. Players Handbook #1, page 284, under the section titled "Falling", second column, last part called "catching yourself" does not include falling in pits.

3. Rogue, the pit was only 20 ft deep, not 30 but it does do 3d6+5 poison ongoing. So you would be prone, poisoned for 5 on-going (save ends) and took 5 hp of damage (remember I rolled a 3 a 1 and a 1). See next item first. THis ain't over yet.

4. As for rolling to take half damage, read under falling like above. It says: under the "jumping down" section that "if you are trained you can make a check to reduce the amount of damage you take from the fall. See page 181". Page 181 says that you can fall or jump down, so this counts. Therefore if Rogue is trained in acrobatics he only takes 2 not 5, but still takes 5 on-ongoing. So Rouge you trained?

Umm... further discussion anyone?



Rogue is trained in acrobatics… damage is reduced by ½ of the acrobatics check NOT ½ the damage. My acrobatics is +9, so on a roll of 1+ I take no damage 1+9=10 –> 10 / 2 = 5 damage reduction (except the 5 ongoing(save ends) I also remain standing as you do not fall prone if you take no damage from the fall.


Quote:
PHB pg 181
Reduce Falling Damage: Free action if you fall or a move action if you jump down.
✦ Damage Reduced: Make an Acrobatics check, and reduce the amount of falling damage you take by one-half your check result (round down).
PHB pg 284 – under Falling
Prone: You fall prone when you land, unless you take no damage from the fall.



If Rogue climbs out of the trap, he has defeated it. Listed under countermeasures is climbing out of the pit. Therefore it is the same as disabling it as far as XP goes.

Quote:
DMG Pg 87 – Countermeasures for a False-Floor Pit.
Countermeasures
✦ An adjacent character can trigger the trap with a DC 10 Thievery check (standard action). The floor falls into the pit.
✦ An adjacent character can disable the trap with a DC 25 Thievery check (standard action). The floor becomes safe.
✦ A character who makes an Athletics check (DC 11, or DC 21 without a running start) can jump over the pit.
✦ A character can climb out with a DC 15 Athletics check.



On the page before the traps, it says the following:

Quote:
Winging It
There is always more than one way to approach a trap or hazard. Even the best designed traps feature potential design holes that a player might exploit to counter a trap. Sometimes the best or the most fun ideas for countering a trap or hazard come as a flash of inspiration during play. Remember the first rule of improvisation: Try not to say no. When a player suggests a plausible countermeasure for a trap, even if that possibility isn’t included in the trap’s presentation, figure out the best way to resolve that using the rules: a skill check or ability check against an appropriate DC, an attack, or the use of a power. You can always use the DCs that are included in the trap’s description as example DCs for using other skills and abilities. In short, always find ways to reward quick thinking and fun when it comes to traps and hazards. Outsmarting traps, hazards, and villains (and even the DM) is fun for players, and first and foremost, your game should be fun.



This doesn’t mean I don’t fall in, but it does mean if the DM feels that an appropriate DC level skill check against acrobatics keeps me from falling in, it is not against the rules. Now on to the more interesting rule. There is nothing that says anything about ½ XP or no XP. Only that this is an encounter “roll initiative” and IF I crawl out of the pit, I get whatever XP the Trap has to offer.
DMG pg 85 – top of right column
When triggered, traps and hazards either attack or activate and roll initiative, acting every round in initiative order.


Quote:
DMG pg 85 – bottom of right column
Traps and hazards fit into an encounter much like an additional monster. Every trap or hazard has a level (and an appropriate XP value for that level), so you can figure it in as part of an encounter that includes monsters to determine the appropriate reward for defeating it. For example, an encounter for five 10th level PCs might include four 10th-level monsters and one 10th-level trap. Defeating the trap, just like defeating the monster, earns the party 500 XP.



DISCUSSION 3 = Rogue being attacked while stealthed:


Quote:
PHB Pg 222 – Stealth rules – there are several key points here.
1) A successful stealth check gives the following:
a. Success: You are hidden, which means you are silent and invisible to the enemy (see “Concealment” and “Targeting What You Can’t See,” page 281).
i. INVISIBLE
✦ You can’t be seen by normal forms of vision.
✦ You have combat advantage against any enemy that can’t see you.
✦ You don’t provoke opportunity attacks from enemies that can’t see you.
ii. PHB pg 291 – Immediate Reaction: A readied action is an immediate reaction. It takes place after your enemy completes the action that triggers it.

b. Remaining Hidden: You remain hidden as long as you meet these requirements.
Keep Out of Sight: If you no longer have any cover or concealment against an enemy, you don’t remain hidden from that enemy. You don’t need superior cover, total concealment, or to stay outside line of sight, but you do need some degree of cover or concealment to remain hidden. You can’t use another creature as cover to remain hidden.
Keep Quiet: If you speak louder than a whisper or otherwise draw attention to yourself, you don’t remain hidden from any enemy that can hear you.
Keep Still: If you move more than 2 squares during an action, you must make a new Stealth check with a –5 penalty. If you run, the penalty is –10. If any enemy’s passive Perception check beats your check result, you don’t remain hidden from that enemy.
Don’t Attack: If you attack, you don’t remain hidden.
c. Not Remaining Hidden: If you take an action that causes you not to remain hidden, you retain the benefits of being hidden until you resolve the action. You can’t become hidden again as part of that same action.
d. CONCELMENT If you can’t get a good look at your target, it has concealment from you, which means your attack rolls take a penalty against that target. You might be fighting in an area of dim light (see “Vision and Light,” page 262), in an area filled with smoke or mist, or among terrain features that get in the way of your vision, such as foliage.


Therefore, the bird thingys either did not see me and did not trigger the attack, OR they somehow saw me and should have still not been able to attack because they would have to take an active perception check to target what you can’t see (pg 281 PHB) either way I would retain the invisibility throughout my turn (their readied action happened within my turn). MAYBE if I had thrown the tarp off the top of them, but attacking from under the tarp would provide me a minimal amount of concelment (lightly obscure includes things like fog, foliage, terrain features, etc), allowing me to retain stealth.
 

Keep in the mind the errata for Stealth and Targeting what you can't see. What you typed in above doesn't look like it because I think an active perception is now a minor action.

Regardless, I would treat removing the tarp as an "attack." How can it be treated otherwise? You're directly affecting something on the target. It would be no different than ripping off the target's loose cloak, or say a bed sheet. Once you rule it this way, then the perception is automatic. Note that if the targets do not perceive the rogue, then you'll have to decide how they see that tarp floating in mid-air in front of them. Or that you can touch people's clothes without it counting as an attack. Maybe allow a thievery check to remove the tarp?
 


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