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How strict with Hide checks?
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<blockquote data-quote="Jimlock" data-source="post: 5534496" data-attributes="member: 6674931"><p>As far as combat is concerned i share the opinion of Greenfield.</p><p></p><p>Even though this holistic approach is not necessarily true in all cases of real life combat, because focus plays a major role... ruling otherwise would complicate your game to the point where you 'll need the time of an entire D&D session, simply to resolve who sees what in a single round of combat.</p><p></p><p>In non combat situations things are not necessarily so complicated... neither are they simple...</p><p></p><p>While sentinels and patrols (usually) look or move in a certain direction, this does not mean that one can move behind them so easily.</p><p>Keep in mind that human peripheral vision is about 180 degrees (animals reach even greater numbers), and heads tend to turn even though bodies stand still (not always). </p><p>Thus, 180 can easily turn into 250 and 300, which leaves an obscure area of a mere 60-110 degrees. Even this, can be negated by a slight body movement. And while we tend to think we are more narrow-sighted, our peripheral vision is pretty sensitive. Just extend your arms to the side and move your fingers while looking straight ahead, and you 'll notice how aware you really are of the movement.</p><p></p><p>In my game, if a player has clear view of the sentinel or the patrol, and if he can afford some time to observe them, and if he plays out how his character pays attention to their behavior, stance, and timing according to my descriptions, i allow a hide check without cover or concealment within the obscure cone mentioned above. Failure of the check means his timing was bad (the moment he attempted his pass the guard turned around). This hide check works only for the specific guard/patrol, and the player is automatically spotted by any third party.</p><p></p><p>What is also very important is the focus of the guard or patrol. In the case of a distraction the player may receive a bonus according to the distraction's influence on the guard/patrol. A proper distraction might also alter the direction of the obscure cone, although, usually, for a very short period of time. As Greenfield suggested, distractions, need not necessarily be arranged by the player. The angle of the obscure cone and its direction are always relevant to the "pattern" of the guard/patrol.</p><p></p><p>This rule or a similar one, should find a very limited and contained use, for if it is used lavishly, it can easily break the game. Also don't forget the move silent checks involved!<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Jimlock, post: 5534496, member: 6674931"] As far as combat is concerned i share the opinion of Greenfield. Even though this holistic approach is not necessarily true in all cases of real life combat, because focus plays a major role... ruling otherwise would complicate your game to the point where you 'll need the time of an entire D&D session, simply to resolve who sees what in a single round of combat. In non combat situations things are not necessarily so complicated... neither are they simple... While sentinels and patrols (usually) look or move in a certain direction, this does not mean that one can move behind them so easily. Keep in mind that human peripheral vision is about 180 degrees (animals reach even greater numbers), and heads tend to turn even though bodies stand still (not always). Thus, 180 can easily turn into 250 and 300, which leaves an obscure area of a mere 60-110 degrees. Even this, can be negated by a slight body movement. And while we tend to think we are more narrow-sighted, our peripheral vision is pretty sensitive. Just extend your arms to the side and move your fingers while looking straight ahead, and you 'll notice how aware you really are of the movement. In my game, if a player has clear view of the sentinel or the patrol, and if he can afford some time to observe them, and if he plays out how his character pays attention to their behavior, stance, and timing according to my descriptions, i allow a hide check without cover or concealment within the obscure cone mentioned above. Failure of the check means his timing was bad (the moment he attempted his pass the guard turned around). This hide check works only for the specific guard/patrol, and the player is automatically spotted by any third party. What is also very important is the focus of the guard or patrol. In the case of a distraction the player may receive a bonus according to the distraction's influence on the guard/patrol. A proper distraction might also alter the direction of the obscure cone, although, usually, for a very short period of time. As Greenfield suggested, distractions, need not necessarily be arranged by the player. The angle of the obscure cone and its direction are always relevant to the "pattern" of the guard/patrol. This rule or a similar one, should find a very limited and contained use, for if it is used lavishly, it can easily break the game. Also don't forget the move silent checks involved!;) [/QUOTE]
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