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
*Dungeons & Dragons
Party Stealth
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="jgsugden" data-source="post: 8402253" data-attributes="member: 2629"><p><strong>RAW</strong> - The Group Checks rules may be used, but that is subject to DM interpretation. Is the group trying to accomplish something as a group when they're sneaking around, or is it more of each of them trying individually to be sneaky? Does being sneaky prevent them from coordinating their efforts enough to prevent a group check?</p><p></p><p>The example in the PHB for group checks is whether a group can avoid traps while searching for them together. In a real world situation, people can interact much more freely when looking for trouble than if a group of people is trying to sneak someplace. </p><p></p><p>When applied to stealth, it often does not serve the fiction well either. In a party of 6 PCs, with a super stealthy rogue, ranger and monk you're going to make all your group stealth rolls even if the other three PCs are all 8 dexterity in platemail. Yes, you can try to adjust your fiction to account for how the stealthy folks help the unstealthy ones ... but that fiction is not endlessly elastic. </p><p></p><p><strong>My Special Rule:</strong> I am pretty quick with the math, so I go a little complex when it really matters. If it doesn't really matter, I just use the group check rules. It matters when the result will have a major impact on the game.</p><p></p><p>When it matters, I set a DC (usually based upon passive perceptions) and then have everyone roll, with PCs being able to take disadvantage on their roll to give advantage to an ally (but they must be adjacent to that ally. I then tell them the DC they were trying to beat. People then tell me how much they succeeded or failed by.</p><p></p><ul> <li data-xf-list-type="ul">If anyone failed by 10, they were detected.</li> <li data-xf-list-type="ul">I add up the amount by which any individuals failed and then double it. Then I subtract the amount by which individuals succeeded. If the success outweighs the double failure, they succeed collectively. If the double failure outweights the success, at least one PC was heard.</li> <li data-xf-list-type="ul">To determine who was detect (if it matters), I roll a d10 and subtract it from the DC. Anyone that had a stealth roll beneath that amount was detected. If none are beneath that amount, then the lowest was detected.</li> </ul><p></p><p>The presence of the special rule is more important than the effect of it. It encourages people to be creative in how they are sneaky to prevent the chances of detection. It makes the PCs that are least sneaky come up with solutions to allow them to not ruin the stealth, such as climbing into a bag of holding, using pass without trace, silence spells, etc... When players know that they can't just brute force the stealth and be guaranteed of success, they put more effort into being stealthy.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8402253, member: 2629"] [B]RAW[/B] - The Group Checks rules may be used, but that is subject to DM interpretation. Is the group trying to accomplish something as a group when they're sneaking around, or is it more of each of them trying individually to be sneaky? Does being sneaky prevent them from coordinating their efforts enough to prevent a group check? The example in the PHB for group checks is whether a group can avoid traps while searching for them together. In a real world situation, people can interact much more freely when looking for trouble than if a group of people is trying to sneak someplace. When applied to stealth, it often does not serve the fiction well either. In a party of 6 PCs, with a super stealthy rogue, ranger and monk you're going to make all your group stealth rolls even if the other three PCs are all 8 dexterity in platemail. Yes, you can try to adjust your fiction to account for how the stealthy folks help the unstealthy ones ... but that fiction is not endlessly elastic. [B]My Special Rule:[/B] I am pretty quick with the math, so I go a little complex when it really matters. If it doesn't really matter, I just use the group check rules. It matters when the result will have a major impact on the game. When it matters, I set a DC (usually based upon passive perceptions) and then have everyone roll, with PCs being able to take disadvantage on their roll to give advantage to an ally (but they must be adjacent to that ally. I then tell them the DC they were trying to beat. People then tell me how much they succeeded or failed by. [LIST] [*]If anyone failed by 10, they were detected. [*]I add up the amount by which any individuals failed and then double it. Then I subtract the amount by which individuals succeeded. If the success outweighs the double failure, they succeed collectively. If the double failure outweights the success, at least one PC was heard. [*]To determine who was detect (if it matters), I roll a d10 and subtract it from the DC. Anyone that had a stealth roll beneath that amount was detected. If none are beneath that amount, then the lowest was detected. [/LIST] The presence of the special rule is more important than the effect of it. It encourages people to be creative in how they are sneaky to prevent the chances of detection. It makes the PCs that are least sneaky come up with solutions to allow them to not ruin the stealth, such as climbing into a bag of holding, using pass without trace, silence spells, etc... When players know that they can't just brute force the stealth and be guaranteed of success, they put more effort into being stealthy. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Party Stealth
Top