GMing the Ready Action

Ha. Don't get me started on the FF'd (no dex bonus) rule.

Regarding the DC 10, that makes sense. Though, going back to the AD&D DMG on movement, I interpret the default state for adventurers in a threatening environment is one of trying to keep the noise down, like Seals or Black-Ops agents....unless of course the bard is trying to inspire something ;) So I would probably roll an opposed check anyway unless they were specifically not trying to be quiet.
 

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Though, going back to the AD&D DMG on movement, I interpret the default state for adventurers in a threatening environment is one of trying to keep the noise down, like Seals or Black-Ops agents....unless of course the bard is trying to inspire something ;) So I would probably roll an opposed check anyway unless they were specifically not trying to be quiet.

With the 3E ruleset, aren't there stiff penalties on Move Silently if moving over half speed? I think so. It's been a while since I read it (and my players haven't used it yet, so it's off my radar.)
 

But, it seems to me if we GM's allow outside of combat, while a character is moving, that a lot of logical and realism problems will be solved.

Comments from experienced 3.5 GMs?
I'm guessing this spawned from my reply to your other thread a couple days before you started this one?
3) Allow readied actions out of combat. If he has his javelin out, let him say "I'm ready to throw my javelin against anything that seems hostile" while walking around the caves. It shouldn't work for a long time (like on night watch), but in high tension situations, this is exactly what people do. Ever walked around holding a weapon at the ready because you thought you might need to swing it in a hurry? It's always in a high tension scenario, such as exploring somewhere you feel threatened (like your dark home if you heard a noise, or a camp fire area after you hear a few twig snaps).
Whether it did or not, I'd say allow them out of combat, but only in high tension situations. As always, play what you like :)
 

With the 3E ruleset, aren't there stiff penalties on Move Silently if moving over half speed? I think so. It's been a while since I read it (and my players haven't used it yet, so it's off my radar.)

Now that I think about it, I believe AD&D had movement based on the 1 minute round and 3.5 went to the six second round. In AD&D it was like 60' per minute, which was exceedingly slow. In 3.5, it's 20-30 ft per six seconds, which seems much closer to normal movement rate. So I guess it make more sense to assume the party isn't being as quiet in 3.5 as they were ni AD&D...;)
 

Now that I think about it, I believe AD&D had movement based on the 1 minute round and 3.5 went to the six second round. In AD&D it was like 60' per minute, which was exceedingly slow. In 3.5, it's 20-30 ft per six seconds, which seems much closer to normal movement rate. So I guess it make more sense to assume the party isn't being as quiet in 3.5 as they were ni AD&D...;)

AD&D, both 1E and 2E, do use a one minute combat round. An unencumbered human had a movement rating of 12", which meant a max of 120 feet indoors and 120 yards outdoors.

So, max move in AD&D is 120 feet indoors, per round.

Max move in 3E for a normal, unencumbered human (Speed 30) is...120 feet per round. The difference is that the 3E round is 1/10 that of the AD&D round. But, many times, we're still taking about the same number of attacks within either time period.





I'm guessing this spawned from my reply to your other thread a couple days before you started this one?

Maybe. I've started several threads lately. They're starting to blur. :-S
 
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So, max move in AD&D is 120 feet indoors, per round.

Max move in 3E for a normal, unencumbered human (Speed 30) is...120 feet per round.
I must be confused. 3.5 is 30' per round, 300' per minute. Is 3.0 different?

The difference is that the 3E round is 1/10 that of the AD&D round. But, many times, we're still taking about the same number of attacks within either time period.
Right, but the point I was making earlier was that someone moving 120' in 60 seconds is 2' per second. That's fairly slow and the reason was that adventurers were presumed to move slower because they were on high alert and being quiet.

After realizing that 3.5 has you moving 5' per second, that's a decent clip. Certainly not slow enough to presume one is being stealthy or alert for that matter. So using 3.5 rates, I wouldn't have opposed the Listen check with Move Silently as I originally inquired.
 

I must be confused. 3.5 is 30' per round, 300' per minute. Is 3.0 different?
In 3E and 3.5 E, an unencumbered human has Speed 30, which means he can move 30 feet as a standard action. But, if he takes a full action, he can move 120 feet per round as long as he moves in a straight line.

So...30' per round + action like an attack.

Or...60 if moving around obstcles (double move).

Or, 120' per round if moving in a straight line.
 

I was talking about walk moment which is what AD&D was talking about and what you were talking about in your OP. 120' represents a Run move. The movement rate in 3.5 is much different. The double move of 3E even further exaggerates the problem. 10' per second is like a trot for a human in light amor. Come to think of it, I might be inclined to still use opposed rolls, just impose a penalty on the mover. This would make sense if you think a stealthy person is still quieter, even when moving quickly.
 

I was talking about walk moment which is what AD&D was talking about and what you were talking about in your OP.

Correct me if I'm wrong, but I don't think AD&D defined walk or run or jog. A character simply had a max move, which, if human and unencumbered was 120 foot in doors and 120 yards outside.
 

Correct me if I'm wrong, but I don't think AD&D defined walk or run or jog. A character simply had a max move, which, if human and unencumbered was 120 foot in doors and 120 yards outside.
Probably best if I check the book before continuing to run off at the mouth. Maybe the movement was per turn and not per round. I just recall a section trying to justify the slow rate of movement was based on a rationale that dungeons were dangerous and adventurers moved very cautiously.
 

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