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Contests - I don't like
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<blockquote data-quote="Chris_Nightwing" data-source="post: 5941769" data-attributes="member: 882"><p>I would use contests only when there is an active battle between two characters' abilities or skills. I would use 10+modifier, or passive, when only one (or neither) participant is actively trying to do something.</p><p></p><p>For instance, if the 8 kobolds are on watch, and they have no reason to believe that someone is trying to sneak up on them (ie: they are just generically standing around waiting for trouble) then use their passive score - no one kobold is going to be more alert than the others.</p><p></p><p>If instead the 8 kobolds have reason to believe someone is sneaking up on them - an alarm trap was set off further up the corridor - then use a contest. All of them are actively suspicious that something is up, they're trying their best to find you and in this scenario, the more people looking the better.</p><p></p><p>It sounds so.. videogamey.. but guards with either passive or active alertness states make stealth a much easier subsystem to run - though I've no idea how it ought to be done in combat!</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 5941769, member: 882"] I would use contests only when there is an active battle between two characters' abilities or skills. I would use 10+modifier, or passive, when only one (or neither) participant is actively trying to do something. For instance, if the 8 kobolds are on watch, and they have no reason to believe that someone is trying to sneak up on them (ie: they are just generically standing around waiting for trouble) then use their passive score - no one kobold is going to be more alert than the others. If instead the 8 kobolds have reason to believe someone is sneaking up on them - an alarm trap was set off further up the corridor - then use a contest. All of them are actively suspicious that something is up, they're trying their best to find you and in this scenario, the more people looking the better. It sounds so.. videogamey.. but guards with either passive or active alertness states make stealth a much easier subsystem to run - though I've no idea how it ought to be done in combat! [/QUOTE]
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