At what distance do you start making Listen checks?

Make a single listen check, and a single move silently check, BEFORE the subject is in range. Apply the appropriate modifiers for distance and such to the fixed die results as the person advances, until the listen check exceeds the move silently.

This isn't quite how it's written, but prevents the "with 20 checks eventually I'll do well" problem of sneaking up.

--
gnfnrf
 

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I think he mentioned rolling a twenty because that determines the maximum possible distance at which the character can hear something. If the PC with the best listen check has +11 to their Listen (before rolling), then 31 is the best possible result for the group. This, in turn, suggests that 310 ft (as, at that distance, the maximum result is negated by the -1/10 ft penalty). Even if the foe rolls a 1 with no modifiers to add to it, they will outdo the party at 310 feet. With modifiers (or a better roll) they can move it quite a bit closer unheard, but note that they could not possibly be heard prior to 310 feet (unless, admittedly, they had some negative modifiers to their roll of a 1).
 


I roll as soon as there's a chance of the PCs listening, and I roll again as soon as that chance increase. For example, if the PCs have a chance of listening something at 200 feet away (with a -20 penalty), I roll. But I won't roll again unless a) noise increases or b) distance goes down to 190 feet or less (lowering the penalty to -19 or less).

Also, when counting the distance in non-open environments, I take into account the fact that noises don't make curves, and must rebound on a solid object.
 

Stalker0 said:
For example, guy has MS of 10.

Player gets a listen check of 20. He has a -1 per 10 feet, so at 100 feet he has a 10. He would hear the guy at 100 feet. I wouldn't keep making checks, just use the first one.
That's how I do it, too.
 


Ridley's Cohort said:
Just roll opposed checks both directions, using the best Listen and the worst Move Silently. Then calculate the two opposing detection distances.
Exactly.

After that, use Mv. Silently checks at the end of each "turn"......and yes, that's not a combat round.
 



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