Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Multiple Spot/Listen checks with one roll?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="KarinsDad" data-source="post: 1923409" data-attributes="member: 2011"><p>Although this sounds good on the surface, it too has some problems:</p><p></p><p>1) Only a reasonable number of guards should be used. If you have a dozen guards surrounding a four sided building, only three of the guards (at most if some of them are patrolling and some of them are stationary) should be used.</p><p></p><p>If the guard with the best individual modifier is around the corner or worse yet, around the back, why should you use his ability?</p><p></p><p>2) The condition of alert. Many people cannot shut the heck up when in groups. I remember a surprise party for my sister in law and brother in law where 30 of us were waiting in their dark house and even though my sister in law and brother in law were a mere 20 feet away outside approaching the house, about a dozen of these people couldn't shut the heck up for the 30 seconds until they got into the door. Talk about annoying the heck out of me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" /></p><p></p><p>So, if you have groups of guards, they should be easier to get past then if you have individuals UNLESS they are under strict alert where talking is totally prohibited.</p><p></p><p>3) The amount of armor the guards and in and whether they are moving. Medium or heavier armor mixed with movement is not conducive to hearing anything well.</p><p></p><p>4) Whether the guards have helmets on. Helmets are not conducive to seeing much of anything well.</p><p></p><p></p><p>So, I would change your suggestion here slightly to:</p><p></p><p>- make a single Spot/Listen roll for a few select individuals out of the whole group (the closest ones not moving or the closest moving ones if the closest non-moving ones are more than twice as far away)</p><p></p><p>- using the BEST individual modifier out of those few select individuals</p><p></p><p>- adding a +2 bonus every time the group doubles in number to a maximum of +4, BUT</p><p></p><p>- capping the result at the max for the best individual out of those few select individuals</p><p></p><p>- penalizing the result based on sound or other distractions in the area, regardless of whether those distractions are made by the guards or by something else</p></blockquote><p></p>
[QUOTE="KarinsDad, post: 1923409, member: 2011"] Although this sounds good on the surface, it too has some problems: 1) Only a reasonable number of guards should be used. If you have a dozen guards surrounding a four sided building, only three of the guards (at most if some of them are patrolling and some of them are stationary) should be used. If the guard with the best individual modifier is around the corner or worse yet, around the back, why should you use his ability? 2) The condition of alert. Many people cannot shut the heck up when in groups. I remember a surprise party for my sister in law and brother in law where 30 of us were waiting in their dark house and even though my sister in law and brother in law were a mere 20 feet away outside approaching the house, about a dozen of these people couldn't shut the heck up for the 30 seconds until they got into the door. Talk about annoying the heck out of me. :mad: So, if you have groups of guards, they should be easier to get past then if you have individuals UNLESS they are under strict alert where talking is totally prohibited. 3) The amount of armor the guards and in and whether they are moving. Medium or heavier armor mixed with movement is not conducive to hearing anything well. 4) Whether the guards have helmets on. Helmets are not conducive to seeing much of anything well. So, I would change your suggestion here slightly to: - make a single Spot/Listen roll for a few select individuals out of the whole group (the closest ones not moving or the closest moving ones if the closest non-moving ones are more than twice as far away) - using the BEST individual modifier out of those few select individuals - adding a +2 bonus every time the group doubles in number to a maximum of +4, BUT - capping the result at the max for the best individual out of those few select individuals - penalizing the result based on sound or other distractions in the area, regardless of whether those distractions are made by the guards or by something else [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Multiple Spot/Listen checks with one roll?
Top