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General Tabletop Discussion
*Dungeons & Dragons
Asymmetrical stealth
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<blockquote data-quote="jgsugden" data-source="post: 7334983" data-attributes="member: 2629"><p>4 mice plus 3 elephants are not sneaky as a group. Accordingly. this is not a situation in which I use group rules. If you have a paladin with Dex 8 in Platemail, you should not be able to overlook his 0 stealth result because his two friends were stealthy. </p><p></p><p>D&D is an RPG. Characters play a role in a story, and as a DM, we need to think of the game rules in the context of a sensible story. If you think about a sensible approach, anyone failing to be stealthy will raise the guard's attention - so everyone trying to be sneaky must make the roll.</p><p></p><p>This encourages the PCs, and the monsters, to send the scouts ahead and then bring up the loud folks afterwards. It also discourages trying to send 500 monsters sneakily against the party - it is very hard for them to be that quiet with that many. There is magic that can help, but generally speaking - if you want to ambush someone, you need to be sneaky.</p><p></p><p>I give advantage to stealth checks when people are not moving. For example, when a bunch of bugbears hide in the bushes along a trail and wait for people to step into their ambush, I give them advantage on their stealth rolls to convey that waiting silently is easier than moving silently.</p><p></p><p>I also apply a penalty to perception for distance as well. I don't give disadvantage for it: I give a numerical penalty of up tp 10. This allows a fighter in bulky armor to be sort of sneaky at enough of a distance.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7334983, member: 2629"] 4 mice plus 3 elephants are not sneaky as a group. Accordingly. this is not a situation in which I use group rules. If you have a paladin with Dex 8 in Platemail, you should not be able to overlook his 0 stealth result because his two friends were stealthy. D&D is an RPG. Characters play a role in a story, and as a DM, we need to think of the game rules in the context of a sensible story. If you think about a sensible approach, anyone failing to be stealthy will raise the guard's attention - so everyone trying to be sneaky must make the roll. This encourages the PCs, and the monsters, to send the scouts ahead and then bring up the loud folks afterwards. It also discourages trying to send 500 monsters sneakily against the party - it is very hard for them to be that quiet with that many. There is magic that can help, but generally speaking - if you want to ambush someone, you need to be sneaky. I give advantage to stealth checks when people are not moving. For example, when a bunch of bugbears hide in the bushes along a trail and wait for people to step into their ambush, I give them advantage on their stealth rolls to convey that waiting silently is easier than moving silently. I also apply a penalty to perception for distance as well. I don't give disadvantage for it: I give a numerical penalty of up tp 10. This allows a fighter in bulky armor to be sort of sneaky at enough of a distance. [/QUOTE]
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