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General Tabletop Discussion
*Pathfinder & Starfinder
Multiple Spot/Listen checks with one roll?
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<blockquote data-quote="KarinsDad" data-source="post: 1921834" data-attributes="member: 2011"><p>This is a classic problem with FRPG "opposed roll" type systems, especially with opposed rolls systems in a linear system (i.e. not bell curved) such as D20 .</p><p></p><p>For example, say your PCs average a 15% chance to make a Listen roll (assume for this example all the PCs have the same Listen modifier to the roll). Depending on the number of PCs, the chances of at least one of them making the roll are:</p><p></p><p>1 15%</p><p>2 28%</p><p>3 39%</p><p>4 48%</p><p>5 56%</p><p>6 62%</p><p></p><p>Now, increase this to 20%, a mere 5%:</p><p></p><p>1 20%</p><p>2 36%</p><p>3 49%</p><p>4 59%</p><p>5 67%</p><p>6 74%</p><p></p><p>The more rolls you make, the more likely it is that the roll IS made.</p><p></p><p>But in the case of a Rogue, either he makes noise or he does not. Adding a million guys listening should NOT make it significantly easier for them to hear him.</p><p></p><p>Either he is real quiet, or he is not.</p><p></p><p>Hence, the best solution is to make one or two rolls (say the closest guard to the right of where the Rogue is entering and/or the closest one to the left).</p><p></p><p>The guards beyond these one or two are basically taking 10.</p><p></p><p>So, if the Rogue foobars and his Move Silent is within the take 10 range of the guards, he steps on a twig and it cracks loud and everyone looks in his direction.</p><p></p><p>Otherwise, one or two guards gets to roll and they either make his Move Silent DC or they do not.</p><p></p><p>Simple.</p><p></p><p>Plus, this system can be reused for many other situations.</p><p></p><p>For example, PCs searching for a secret door in a small complex. Randomly pick one PC as the one who searched the 5 foot area where the secret door actually is, have them all roll, but only pay attention to the result of the roll by that one PC.</p><p></p><p>Otherwise, if you allow more than two rolls in most circumstances, somebody is almost bound to make the roll and you have to wonder why you had them roll in the first place.</p><p></p><p></p><p>So when it comes to opposed rolls, only allow one or two of them to be real ones and it will resolve a lot of mathematical (and number of dice to roll) problems with your opposed rolls in a linear system.</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 1921834, member: 2011"] This is a classic problem with FRPG "opposed roll" type systems, especially with opposed rolls systems in a linear system (i.e. not bell curved) such as D20 . For example, say your PCs average a 15% chance to make a Listen roll (assume for this example all the PCs have the same Listen modifier to the roll). Depending on the number of PCs, the chances of at least one of them making the roll are: 1 15% 2 28% 3 39% 4 48% 5 56% 6 62% Now, increase this to 20%, a mere 5%: 1 20% 2 36% 3 49% 4 59% 5 67% 6 74% The more rolls you make, the more likely it is that the roll IS made. But in the case of a Rogue, either he makes noise or he does not. Adding a million guys listening should NOT make it significantly easier for them to hear him. Either he is real quiet, or he is not. Hence, the best solution is to make one or two rolls (say the closest guard to the right of where the Rogue is entering and/or the closest one to the left). The guards beyond these one or two are basically taking 10. So, if the Rogue foobars and his Move Silent is within the take 10 range of the guards, he steps on a twig and it cracks loud and everyone looks in his direction. Otherwise, one or two guards gets to roll and they either make his Move Silent DC or they do not. Simple. Plus, this system can be reused for many other situations. For example, PCs searching for a secret door in a small complex. Randomly pick one PC as the one who searched the 5 foot area where the secret door actually is, have them all roll, but only pay attention to the result of the roll by that one PC. Otherwise, if you allow more than two rolls in most circumstances, somebody is almost bound to make the roll and you have to wonder why you had them roll in the first place. So when it comes to opposed rolls, only allow one or two of them to be real ones and it will resolve a lot of mathematical (and number of dice to roll) problems with your opposed rolls in a linear system. [/QUOTE]
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Multiple Spot/Listen checks with one roll?
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