A question of Perception...

The bsae DC to hear a whisper is 20. That doesn't mean that if you're whispering while doing other stuff that the DC to hear you is going to always be 20. In this case, the extra noise of walking down the hall would overlap with the whispers, so you'd use the lower of the two.

If I had to set it, I'd put it at a base of 5, which is louder than normal conversation, but softer than a battle. Or I'd use the passive stealth checks for the party. I probably wouldn't bother though, it's much easier to just assume that if neither side is trying to be stealthly, nobody gets surprised.
 

log in or register to remove this ad

Well, the rules was taken from the MASTER BOOK, p37, and no errata on that one. It is TEXTUALLY written that way.

As for YOUR rule, well I think it is going in the same way as DRACOSUAVE, DC10 plus modifiers... but I notice that you likely measure it like a STEALTH check, which is not.

The -5 for moving more than 2 squares apply for a STEALTH attempt, and is not describe anywhere else in both guide. Same thing for the armor, apply only for a skill check... but I THE RULE, there's NO CHECK for "MOVING at NORMAL SPEED through the dungeon and making NO ATTEMPT at stealth" party (who gets automatically DC25).

I'll have to borrow a DM book and look at it. I'm not getting how it is not a stealth check. I can understand that it's not a hide attempt (which uses stealth) with no line of sight. You ARE moving silently (or not so much) in order to avoid detection, that also is a use of the stealth skill. I'd have to double check the -5 movement and armor penalties, they may only apply to the 'hide' usage of stealth.

Even then, I'd assume the party is making moderate attempt at staying quiet, hence the base 10. Thinking about it more, 'No attempt at stealth', I'd say is a base DC of 0. You are clomping around like a moron = same DC as combat.
 
Last edited:

Hello there !!

I'll explain my "question" by 2 examples :

The party arrive at a corridor, 30 square away from a door where 2 guards
are standing there, waiting.
The first one have a Passive Perception of 15, the other 24 (they call him long-ear john).

SITUATION #1
The party walk, whispering, for the door. The DC would be DC31 (DC20 for whispering (as the Player Book says) + 6 at 30 squares (I'm taking the rule for distance as +2 for EACH 10 squares) + 5 for the door). As they approache, the DC would drop at DC25 at the door, so they reach the door quietly but with absolutely no effort. They can surprised the guards...

First: It is +2 total, not +2 for each 10 squares. Making it +2 for every 10 feet is a house rule and not one I think is necessary. But you may disagree (essentially, it just reduces the distance at which the party will be noticed if and when they are noticed). I have used the RAW rule (+2 total) in the following.

But that aside: There are two issues. The players are whispering and the players are moving.

The idea of a passive stealth check (which I support 100% myself) is based upon the presumption (directly analagous to the logic used to justify passive perception) that the players are skilled adventurers and are always attempting to move stealthily.

Whenever the players are simply moving, they are moving stealthily (treat as a roll of a 10 by the worst stealth skill in the group.) And then subtract five because they are moving more than 2 squares a round.

In other words: Passive stealth isn't very stealthy (essentially five plus the worst skill in the group). But it gives you a baseline DC value (and if they talk above a whisper while walking that drops the baseline DC roll to 0 plus the worst skill in the group because talking imposes an additional -5).

So - the chance to hear them walking down the corridor is:
(Assuming a -2 for the Paladin as the worst value)

10 - 5 (moving > 2 sq) -2 (Paladin skill) +5 (door) + 2 (distance) = 10. The clanking of the Paladin will easily be heard coming down the corridor. But if they left him behind and only those with positive stealth skills moved down the corridor or if they decided to move slowly, the odds of not being heard become much greater.

Note: The much higher DC for whispering means nothing more than that the creatures will not hear them whispering as the much louder clanking or armor and stomping of footsteps drowns out the quiet whispers.

SITUATION #2
The rogue want to STEALTH for the door. The DC to hear him approach would be, as the Master Book says, Stealth check + 6 for the distance + 5 for the door. With a STEALTH bonus of +5, he try to sneak at the door. At 30 squares, he roll a 14 (dice 9+5), DC is now 25 (14+6+5). At 20 square another roll, he got 8 (3+5) !! DC is now 17 (8+4+5)!! The guard know something is wrong because he heard noise from behind the door... they will not be surprised...


Rogue attempts to stealth to the door.

Given a bonus of +7 (as per later posts, although this is still a very low value for a sneaky rogue) and assuming he moves less than two squares per turn, his modifier is +7 +5 (door) + 2 (distance). Because he is not rushed, he takes 10 on this roll and thus the creature on the other side of the door has a Perception DC of 24 (22 once he gets within 10' of the door). And this is opposed by the creatures passive perception and few or now creatures that a 1st level rogue will face will have passive perceptions that are greater than 20.

In other words - the rogue has no difficulty sneaking up to the door.

This is not far different from your scenario - but you assumed a passive perception in excess of 24 and I just don't see that happening. Not at the level we are talking about (and if the rogue is sneaking up on a 20th level opponent he has more problems than just being heard).
So, what do you think of the Perception "system"?? I like the idea of having a Passive Skill score, like Perception, but the way it turn when sneaking at a door... not that it is a BIG concern, since it is just a game and rules are there for guidelines, but still, we are losing many precious minutes each session arguing about these kind of situations.

What's your idea about that ??
Did I miss something in the books ?

Thank you !! 8)

I don't see the problem.

In short: If you are whispering and moving, the fact that you are whispering does not make the movement quieter. It merely means that you don't necessarily have to suffer the -5 penalty for talking.

Secondly: Remember that the player is facing a passive listener when sneaking up to a door. And thus any result higher than 20 (most likely higher than 15) will be successful.

Thirdly: Don't forget that if they are not rushed they can Take 10 and avoid the low rolls and since this will typically be sufficient they ought to do so (if you are able to slow down to 2 squares per round, you can hardly be thought of as rushed).

Finally, from the PHB: When you’re not actively using a skill, you’re assumed to be taking 10 for any opposed checks using that skill.

The idea of a passive stealth is a good one and it simply represents the idea that the party is always taking its time and trying to avoid drawing attention to itself. In other words - they are always taking 10 on stealth as they move down the corridors (although unless they are also slowing down to a speed of 2 they are still suffering penalties to the roll) -- And it is something they are always able to do if they bother to tell you they wish to ("Mr. DM, we are always taking 10 for stealth on our movement even if we forget to tell you that we are doing so") since it imposes no penalty to their movement. And thus it is reasonable to assume that seasoned adventurers always are doing so.

Carl
 
Last edited:

Hmm...

I was sure there was a mistake in the interpretation somewhere, but lo and behold, the text on pg 37 of the DMG says exactly what the OP says it says. I have to concur that DC25 for a party not trying to be stealthy is pretty ridiculous as a base, especially considering the second line: If they attempt to be quiet, they make a Stealth check (and get +5 due to the door). The level 1 Dwarf in Platemail with the -2 to Stealth checks can achieve a maximum of 23 with a natural 20 Stealth check... It makes no sense at all.
I suggest ignoring the strangely high DC's and just having everyone make a Stealth Check to set the base DC. (I don't like the idea of Passive Stealth, as Passive suggests it is something you do naturally, such as paying attention). Add modifers as appropriate. (+5 for the Door, +2 for 10; Distance and so on).
I expect the line on 37 to be erratted. I figured it might have something to do with the old DCs for basic skill checks. The base for a level 1 moderate check is 20, and +5 for the door would equal the 25 the book gave, but that DC is only for level 1-3, and no mention of level was made anywhere on page 37. So yeah, I'm confused as to where they came up with that number.
Later!
Gruns
 


Guys, I'm VERY happy of how the post turned, and I thank you all for giving your ideas and point of view.

And I'm happy to see that there is one thing that we seems ALL to be in agreement : the rule in the Master book just dont work !! The DC25 as the book describe it ("If the PCs are moving at NORMAL SPEED through the dungeon and making NO ATTEMPT at stealth, monsters in a room behind a door hear them with a DC 25 Perception check (active or passive)... it just dont work.

It is not MY RULE, and I'm AGAINST the idea to have a DC25 for a group that does not care !!! It is just... a non sense !!

To Syrsuro :
Thanks a LOT for the good answer. I like your ideas and I'll probably use then to create my own rules... and YES, I'll drop the ideas of having a +2 for EACH 10 squares... it is just complicating things, and on the contrary I want them to be simplier.

Thank you all again... post any other ideas on how you would put it and what you think of that rule in the MHB... it is very interesting !!
 

Honestly, I think the questionable base DC is exacerbated by the fact that you've got grossly different skill levels between your enemies and party.

The guard has a +14 perception skill mod (14+10 = the 24 passive), and the rogue has a +5!?

DC 25, by itself, probably isn't ludicrous. It's trying to represent that low levels are fairly oblivious, and aren't trained/conditioned to pay attention to footsteps. It might be a little high, but remember we're talking about average footsteps *through a door.* given that the D&D assumption for "door" is constructed of solid wood, vs. the hollow wood composites we use today, I can dig that.

The reason the rogue gets caught when he tries to stealth is because he's not very good at it and rolled poorly. It's a simple fact that when you try to do something, you can muck it up worse than if you hadn't been trying all that hard to begin with -- that's the principle for take 10: when you're under stress, you can buckle under the pressure and do worse than average, while when you're not too concerned about the result (or there's no pressure), you do averagely. The rogue rolling a 3 is an example of him buckling.

Now, if he had had a more comparable modifier versus the guard, say, a +12 or something (trained, +4 dex, level 6, let's say), his roll of a 3, behind a door, at 20+ squares, would've been a 24, and despite completely botching his roll, he'd have almost gotten away with it.
 

Without wanting to sound disparaging of the DMG, since I think it's a fantastic book and guide, it does include a few "bungles" in which it tries to give specific rules for specific situations when the normal skill check rules are best. The whole "Listening through doors" section is one such bungle. I would advise to make like it isn't there.

What I would do: (this does not in any way shape or form follow the book rules but it does give a very good result). Grab Stalker0's Obsidian skill system. check the DC for your party (so for a party level 5, DC 20). If you feel the guard's perception is so high/low that it should be especially difficult or easy for them, then adjust the DC up or down as you like.

Tell your party: "Everybody who wants to walk down the corridor at this moment, make a Stealth check to 20." Everybody makes their check, if any of them do NOT make the check, the guards hear.

That's it, end of story, no need to complicate things further. Like you say above, the seconds and minutes you spend trying to figure it out and argue about it keeps adding up and it is NOT worth the time you could be spending playing the game.
 

The whole point of the example on DMG 37 seems to be to boil down to this line: "A dungeon door not only blocks sight but also muffles sound... Characters can move right up to the door without being noticed, assuming they're reasonably quiet."

Monsters aren't generally supposed to detect you approaching if a closed door is in the way.

That's pretty traditional; I'm okay with that.

By the same token, if the pcs are talking and laughing, they aren't making much of an attempt to be quiet anymore, and the DC would drop. And a pitched battle in the hallway outside would be a little bit louder still, and might draw monsters out of their chambers entirely!
 

Pets & Sidekicks

Remove ads

Top