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3.5 Question - Single or Multiple Checks
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<blockquote data-quote="radmod" data-source="post: 5282258" data-attributes="member: 93008"><p>Technically, by the opposed Listen checks of each guard. Also, technically, you can't "aid another" on a Listen unless someone has already heard. However, you're in the right frame of mind.</p><p>You've asked one of the most perplexing questions, in my mind, of the game mechanics.</p><p>This is a case when you get into diminishing returns. Say each guard has a 50/50 chance of hearing the unstealthy thief. That means totally the guards have a 31/32 chance of hearing him. Even if the thief is sneaky and each guard has only a 10% chance to hear that still means the guards have a 41% chance to hear. </p><p>If you used Aid Another as a general rule (roll once and give +2 for each extra guard) then as your number of guards increases the odds of the thief being heard can dramatically increase (in the above, the 10% chance of being heard becomes 50%)</p><p></p><p></p><p>However, you did ask what do we really do. The following sounds complicated but once you get the hang of it, it becomes second nature.</p><p>I consider a Listen check to be a move action based on the idea that the <em>Quick Reconnoiter</em> Feat gives a PC a free Spot and Listen each round. Yet, if the PCs/NPCs are being cautious, I treat it as a free action. I also tend to favor PCs listening over NPCs listening.</p><p>So I start with the following circumstances:</p><p>1) Active Listening: For example, the guards know "something is up." Each person involved rolls a Listen check. </p><p>2) Inactive Listening: For example, "who bothers to rob this place?" In this case, the PC rolls his Move Silently. </p><p> a) If it's relatively high, I fake rolls and the PC wins.</p><p> b) If it's low, everybody rolls.</p><p> c) If it's in between, one or two of the nearest guards roll (and I might give the PC a chance to 'freeze.')</p><p>3) Occasional Listening: Constantly listening can be tiresome, fatiguing and leads to "false positives." Thus, many guards listen every once in a while, every five rounds or more. What's fun is having a too-long actively listening guard get a "false positive" when the thief is trying to sneak by - freaks PCs out.</p><p> </p><p> Slightly different. I'm more interested in the PCs abilities rather than the guards. In this case, EACH PC has to make a Move Silently. (After all, it's kind of hard to 'help' another player move silently.) Then I treat it as above. If a group has a clumsy, heavily armored Cleric in the group they deserve to be heard!</p><p></p><p>BTW, Hide is similar.</p><p>And you didn't ask it, but it has the same problems: Spot checks.</p><p>When PCs are inactively spotting (e.g. walking down a road), I tend to give Spot checks only to two or three characters who are closest to something they can spot. I've seen most DMs do it that way.</p></blockquote><p></p>
[QUOTE="radmod, post: 5282258, member: 93008"] Technically, by the opposed Listen checks of each guard. Also, technically, you can't "aid another" on a Listen unless someone has already heard. However, you're in the right frame of mind. You've asked one of the most perplexing questions, in my mind, of the game mechanics. This is a case when you get into diminishing returns. Say each guard has a 50/50 chance of hearing the unstealthy thief. That means totally the guards have a 31/32 chance of hearing him. Even if the thief is sneaky and each guard has only a 10% chance to hear that still means the guards have a 41% chance to hear. If you used Aid Another as a general rule (roll once and give +2 for each extra guard) then as your number of guards increases the odds of the thief being heard can dramatically increase (in the above, the 10% chance of being heard becomes 50%) However, you did ask what do we really do. The following sounds complicated but once you get the hang of it, it becomes second nature. I consider a Listen check to be a move action based on the idea that the [I]Quick Reconnoiter[/I] Feat gives a PC a free Spot and Listen each round. Yet, if the PCs/NPCs are being cautious, I treat it as a free action. I also tend to favor PCs listening over NPCs listening. So I start with the following circumstances: 1) Active Listening: For example, the guards know "something is up." Each person involved rolls a Listen check. 2) Inactive Listening: For example, "who bothers to rob this place?" In this case, the PC rolls his Move Silently. a) If it's relatively high, I fake rolls and the PC wins. b) If it's low, everybody rolls. c) If it's in between, one or two of the nearest guards roll (and I might give the PC a chance to 'freeze.') 3) Occasional Listening: Constantly listening can be tiresome, fatiguing and leads to "false positives." Thus, many guards listen every once in a while, every five rounds or more. What's fun is having a too-long actively listening guard get a "false positive" when the thief is trying to sneak by - freaks PCs out. Slightly different. I'm more interested in the PCs abilities rather than the guards. In this case, EACH PC has to make a Move Silently. (After all, it's kind of hard to 'help' another player move silently.) Then I treat it as above. If a group has a clumsy, heavily armored Cleric in the group they deserve to be heard! BTW, Hide is similar. And you didn't ask it, but it has the same problems: Spot checks. When PCs are inactively spotting (e.g. walking down a road), I tend to give Spot checks only to two or three characters who are closest to something they can spot. I've seen most DMs do it that way. [/QUOTE]
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