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I don't know how to run lurkers
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<blockquote data-quote="Badwe" data-source="post: 5572006" data-attributes="member: 61762"><p>I often flub lurkers as well. I find it best to cheat at least a little bit, although if you have rules-lawyery players like mine, they may figure out that it's impossible for your lurkers to have gone a certain way.</p><p></p><p>As to the actual rules, it works like this: if your lurker turns invisible, the party still knows where they are but can't take opportunity attacks and hit at a -5 penalty unless using area of effect. If, as part of a move action, the lurker makes a stealth check and beats everyone's passive perception, then the monster is hidden and the players don't know which sqaure he occupies. If everyone is fooled by the monster, I feel that's a good time to pull him off the table. If only some of the players are fooled... maybe just say everyone was. I had a player who was very focused on stealth and I allowed him to do the same thing: if he fooled every monster then he could pick up his mini and record the steps the character takes until he attacks.</p><p></p><p>Next, on the turn of the person who is trying to find a hidden creature, they make a perception check as a minor action to locate exactly which square the creature is in.</p><p></p><p></p><p></p><p>Now, these are rules as written. The main thing that I strive to accomplish with lurkers is an ebb and flow: a lurker should open with a surprising and highly damaging attack, then have a reason to slink away either immediately or after 1 more attack (ie his turns were move->attack, attack->move) to try to hide again and wait for an opportune moment. There are at least a few ways this is done via monster design: effects that deal extra damage for combat advantage or for striking from invisibility, effects that have a long recharge paired with escape mechanics, or an attack that only recharges when you use the hidey move, or a 2-stage isolating effect (ie: crocodile bite grabs target, then can only clamp down on grabbed target, best to drag them away). Basically, whatever way you can create that "every other turn" effect will really promote the lurker.</p></blockquote><p></p>
[QUOTE="Badwe, post: 5572006, member: 61762"] I often flub lurkers as well. I find it best to cheat at least a little bit, although if you have rules-lawyery players like mine, they may figure out that it's impossible for your lurkers to have gone a certain way. As to the actual rules, it works like this: if your lurker turns invisible, the party still knows where they are but can't take opportunity attacks and hit at a -5 penalty unless using area of effect. If, as part of a move action, the lurker makes a stealth check and beats everyone's passive perception, then the monster is hidden and the players don't know which sqaure he occupies. If everyone is fooled by the monster, I feel that's a good time to pull him off the table. If only some of the players are fooled... maybe just say everyone was. I had a player who was very focused on stealth and I allowed him to do the same thing: if he fooled every monster then he could pick up his mini and record the steps the character takes until he attacks. Next, on the turn of the person who is trying to find a hidden creature, they make a perception check as a minor action to locate exactly which square the creature is in. Now, these are rules as written. The main thing that I strive to accomplish with lurkers is an ebb and flow: a lurker should open with a surprising and highly damaging attack, then have a reason to slink away either immediately or after 1 more attack (ie his turns were move->attack, attack->move) to try to hide again and wait for an opportune moment. There are at least a few ways this is done via monster design: effects that deal extra damage for combat advantage or for striking from invisibility, effects that have a long recharge paired with escape mechanics, or an attack that only recharges when you use the hidey move, or a 2-stage isolating effect (ie: crocodile bite grabs target, then can only clamp down on grabbed target, best to drag them away). Basically, whatever way you can create that "every other turn" effect will really promote the lurker. [/QUOTE]
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