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Advice: A less hectic workday for my D&D characters
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<blockquote data-quote="Fanaelialae" data-source="post: 7407012" data-attributes="member: 53980"><p>I disagree. Even with high passives, monsters can still roll well. And if the monster hadn't rolled that well, they would have detected him during the encounter. </p><p></p><p>My players don't typically scout the perimeter before using rope trick. You just had a noisy encounter and want to rest. Do you:</p><p></p><p>A) scout the perimeter, ensuring that no one is watching but giving anything that heard the noise time to arrive or,</p><p>B) use rope trick immediately to vacate the premises.</p><p></p><p>My players pretty much always choose B. </p><p></p><p>As for tiny hut, you're going to be scouting for a long time if you want to potentially locate anything that might stumble across you in the next 8 hours. </p><p></p><p>Finally, not every monster in your game needs to be a clone taken from the MM. That goblin might gave Stealth expertise and have something like a cloak of elvenkind (probably not an actual elf cloak though, unless the goblin wears it as a trophy). His CR might be above that of a standard goblin (increasing his proficiency bonus). Lastly, situational bonuses can be applied. The DM could grant the goblin advantage (or the PCs disadvantage) if the goblin found an excellent hiding spot.</p><p></p><p>Heck, skill bonuses are a great way to differentiate different tribes. The Shadow Foot tribe is known for being exceptionally sneaky, while the Red Hands live on raised platforms connected by narrow Bridges and are unusually acrobatic. It doesn't change their CR.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 7407012, member: 53980"] I disagree. Even with high passives, monsters can still roll well. And if the monster hadn't rolled that well, they would have detected him during the encounter. My players don't typically scout the perimeter before using rope trick. You just had a noisy encounter and want to rest. Do you: A) scout the perimeter, ensuring that no one is watching but giving anything that heard the noise time to arrive or, B) use rope trick immediately to vacate the premises. My players pretty much always choose B. As for tiny hut, you're going to be scouting for a long time if you want to potentially locate anything that might stumble across you in the next 8 hours. Finally, not every monster in your game needs to be a clone taken from the MM. That goblin might gave Stealth expertise and have something like a cloak of elvenkind (probably not an actual elf cloak though, unless the goblin wears it as a trophy). His CR might be above that of a standard goblin (increasing his proficiency bonus). Lastly, situational bonuses can be applied. The DM could grant the goblin advantage (or the PCs disadvantage) if the goblin found an excellent hiding spot. Heck, skill bonuses are a great way to differentiate different tribes. The Shadow Foot tribe is known for being exceptionally sneaky, while the Red Hands live on raised platforms connected by narrow Bridges and are unusually acrobatic. It doesn't change their CR. [/QUOTE]
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Advice: A less hectic workday for my D&D characters
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