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Ninja kidnapping...
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<blockquote data-quote="Nareau" data-source="post: 2382709" data-attributes="member: 969"><p>I'd resolve the spot check normally, and let the ninjas take 20 on thier hide check (assuming they have at least 20 minutes to hide).</p><p></p><p></p><p></p><p></p><p>The DC should just be their Move Silently check. Maybe give them a -2 penalty due to dropping, but let them negate that with a DC 10 Jump or Tumble check.</p><p></p><p></p><p></p><p>That's a tough one. You could have them make another MS check. I would instead have them make 1 check for the drop/attack/drag away maneuver.</p><p></p><p></p><p>No, assuming the attack itself silenced them.</p><p></p><p></p><p></p><p>I'd have the group make another spot check 3 or so rounds after the person disappeared.</p><p></p><p></p><p></p><p>It depends a lot on the character/player. If it were one of my players, I'd have an index card with the following note: "Play it cool: You've just been totally kidnapped by ninjas! They're dragging you down a secret passage, and you can't make any noise. In about 30 seconds or so, stand up and walk into the bathroom. I'll come get you in a minute. In the meantime, don't let on that anything's wrong, but don't engage in any in-character speech."</p><p></p><p>There are really 2 ways to do this: One is the "by the book" way, that makes it almost guaranteed the kidnapping won't succeed. It entails a LOT of dice:</p><p></p><p>1) Ninjas make hide checks. Each PC gives 2 spot checks to see if they notice the ninjas.</p><p>2) Ninjas make move silently checks as they drop. Each PC gives 2 listen checks to see if they notice the ninjas.</p><p>3) Ninjas make move silently checks as they attack. Each PC gives 2 listen checks to see if they notice the ninjas.</p><p>4) Ninjas make attack rolls. The victim makes a Reflex save to see if they can shout a warning.</p><p>5) Assuming the ninjas succeed in attacking and silencing their victim, they must make grapple checks to try and move the PC. Each round, the other PC's should probably be making additional listen checks.</p><p></p><p>So we're looking at 50+ rolls, assuming a party of 4. Since there are 8 or 16 rolls happening each round to detect the ninjas, chances are that they're going to fail at least one of those contested rolls.</p><p></p><p>The other way would be more fluid, make it a doable maneuver, and require much less rolling:</p><p>1) Ninjas take 20 on their Sneak* checks. You secretly roll a single Perceive* check for each of the PC's.</p><p>2) Ninjas roll another Sneak check as they drop. Again, you roll a single Perceive* check for each PC.</p><p>3) Ninjas attack. Hopefully, they've thought this through--they'll either need to paralyze their victim, or grapple with them. They will likely want to attack from higher ground, charging (let them drop 10'), giving them a +3 on their touch attack. They then begin to grapple the target. </p><p></p><p>I would have 1 ninja do the attacking (and be very buffed), and the other ninja open/close the door and cover their escape.</p><p></p><p>Spider</p><p></p><p>* Sneak and Perceive replace the Hide, Move Silently, Spot, and Listen skills in our games.</p></blockquote><p></p>
[QUOTE="Nareau, post: 2382709, member: 969"] I'd resolve the spot check normally, and let the ninjas take 20 on thier hide check (assuming they have at least 20 minutes to hide). The DC should just be their Move Silently check. Maybe give them a -2 penalty due to dropping, but let them negate that with a DC 10 Jump or Tumble check. That's a tough one. You could have them make another MS check. I would instead have them make 1 check for the drop/attack/drag away maneuver. No, assuming the attack itself silenced them. I'd have the group make another spot check 3 or so rounds after the person disappeared. It depends a lot on the character/player. If it were one of my players, I'd have an index card with the following note: "Play it cool: You've just been totally kidnapped by ninjas! They're dragging you down a secret passage, and you can't make any noise. In about 30 seconds or so, stand up and walk into the bathroom. I'll come get you in a minute. In the meantime, don't let on that anything's wrong, but don't engage in any in-character speech." There are really 2 ways to do this: One is the "by the book" way, that makes it almost guaranteed the kidnapping won't succeed. It entails a LOT of dice: 1) Ninjas make hide checks. Each PC gives 2 spot checks to see if they notice the ninjas. 2) Ninjas make move silently checks as they drop. Each PC gives 2 listen checks to see if they notice the ninjas. 3) Ninjas make move silently checks as they attack. Each PC gives 2 listen checks to see if they notice the ninjas. 4) Ninjas make attack rolls. The victim makes a Reflex save to see if they can shout a warning. 5) Assuming the ninjas succeed in attacking and silencing their victim, they must make grapple checks to try and move the PC. Each round, the other PC's should probably be making additional listen checks. So we're looking at 50+ rolls, assuming a party of 4. Since there are 8 or 16 rolls happening each round to detect the ninjas, chances are that they're going to fail at least one of those contested rolls. The other way would be more fluid, make it a doable maneuver, and require much less rolling: 1) Ninjas take 20 on their Sneak* checks. You secretly roll a single Perceive* check for each of the PC's. 2) Ninjas roll another Sneak check as they drop. Again, you roll a single Perceive* check for each PC. 3) Ninjas attack. Hopefully, they've thought this through--they'll either need to paralyze their victim, or grapple with them. They will likely want to attack from higher ground, charging (let them drop 10'), giving them a +3 on their touch attack. They then begin to grapple the target. I would have 1 ninja do the attacking (and be very buffed), and the other ninja open/close the door and cover their escape. Spider * Sneak and Perceive replace the Hide, Move Silently, Spot, and Listen skills in our games. [/QUOTE]
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