Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
NOW LIVE! Today's the day you meet your new best friend. You don’t have to leave Wolfy behind... In 'Pets & Sidekicks' your companions level up with you!
Community
General Tabletop Discussion
*Dungeons & Dragons
Boy, that escalated quickly...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Caliban" data-source="post: 6840206" data-attributes="member: 284"><p>Well, the odds are stacked against you in any normal infiltration scenario in D&D (i.e. one that relies on stealth or guile). It's the nature of the beast - a group of heavily armed adventurers with eclectic skill sets are attempting to infiltrate a location that is ostensibly designed to be difficult to infiltrate. </p><p></p><p>Usually only one or two characters in a party are going to be designed for stealth, only one or two will be good at social skills needed to talk your way past guards and out of situations,etc. Then you are headed into a situation where everyone in the party is going to have to make multiple skill checks to succeed. Most parties don't like plans that require most of the characters to stay behind while the skilled character(s) do their thing, because it means their <strong>players</strong> are sitting around not participating. Don't split the party, etc. </p><p></p><p>The more skill checks you make, the more likely you are to fail a critical one (especially in 5e with it's bounded accuracy, but still holds true in previous editions). Plus, the enemy only has to succeed on a single opposed check (in most cases) for someone to be spotted (or their disguise seen through, or their cover story not believed) and then call down the guards. </p><p></p><p>5E has group checks, where as long as half the PC's succeed on a stealth check or similar skill check it is assumed the group as a whole succeeds. But even if your GM is using those, multiple group skill checks still stack the odds against the PC's. </p><p></p><p>Unless the whole group is composed of stealth-proficient characters or high-charisma social characters, scenarios that require all PC's to succeed on multiple stealth or social checks are going to fail far more often than they succeed. </p><p></p><p>Some players prefer relying on scenarios that involve skills all the PC's share. And the one thing that all PC's are assumed to be skilled at is combat. Hence - murder hobo's. "We wander the land doing odd jobs to survive (hobo). Most of those jobs involve killing people and taking their stuff (murder)."</p></blockquote><p></p>
[QUOTE="Caliban, post: 6840206, member: 284"] Well, the odds are stacked against you in any normal infiltration scenario in D&D (i.e. one that relies on stealth or guile). It's the nature of the beast - a group of heavily armed adventurers with eclectic skill sets are attempting to infiltrate a location that is ostensibly designed to be difficult to infiltrate. Usually only one or two characters in a party are going to be designed for stealth, only one or two will be good at social skills needed to talk your way past guards and out of situations,etc. Then you are headed into a situation where everyone in the party is going to have to make multiple skill checks to succeed. Most parties don't like plans that require most of the characters to stay behind while the skilled character(s) do their thing, because it means their [b]players[/b] are sitting around not participating. Don't split the party, etc. The more skill checks you make, the more likely you are to fail a critical one (especially in 5e with it's bounded accuracy, but still holds true in previous editions). Plus, the enemy only has to succeed on a single opposed check (in most cases) for someone to be spotted (or their disguise seen through, or their cover story not believed) and then call down the guards. 5E has group checks, where as long as half the PC's succeed on a stealth check or similar skill check it is assumed the group as a whole succeeds. But even if your GM is using those, multiple group skill checks still stack the odds against the PC's. Unless the whole group is composed of stealth-proficient characters or high-charisma social characters, scenarios that require all PC's to succeed on multiple stealth or social checks are going to fail far more often than they succeed. Some players prefer relying on scenarios that involve skills all the PC's share. And the one thing that all PC's are assumed to be skilled at is combat. Hence - murder hobo's. "We wander the land doing odd jobs to survive (hobo). Most of those jobs involve killing people and taking their stuff (murder)." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Boy, that escalated quickly...
Top