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<blockquote data-quote="abeattie" data-source="post: 4975019" data-attributes="member: 61684"><p>Well -- stealth grants invisibility and silence. In order for a monster to avoid surprise at the beginning of combat, the monster must either passively perceive (if not alert) or actively perceive (if watching carefully, spending an action every not-really-a-turn-because-you're-not-in-combat-but-I-can't-think-of-a-better-way-to-describe-this). When in doubt, the answer should always be passive perception. Unless a critter has a really good reason to stop and actively search for a stealthy character, the rules guide you to use passive perception.</p><p></p><p>So here my question would be -- did the baddies know the PC was coming? did they hear her allies or otherwise get tipped off that they were entering combat rounds? If not than theoretically when the rogue strips off the tarp the rogue may be surprised to see the monsters, but the monsters are also surprised to see the rogue (thus, no surprise round, go by initiative order, and if the monsters win initiative they attack first, or can ready on their turn.)</p><p></p><p>Readying generally is a combat action, thus requires you to be in combat, or at least in initiative rounds. </p><p></p><p>On the more explicit question -- the rogue interacted directly with an enemy (ripping off a tarp) in my game I would call that drawing attention to yourself (thus ending stealth), alternately, the rogue also (from the description) lacks cover or concealment, which would end stealth. Either way, no stealth there.</p><p></p><p>If you decided there was stealth, than a stealthed individual does count as silent and invisible, which does require your monsters to guess a square and swing at something they cannot see.</p><p></p><p>See the DnD compendium, or PHB1 (and the rules update appendix in PHB2)</p><p></p><p></p><p></p><p>Check the rules the heal skill:</p><p></p><p></p><p></p><p>(says the compendium.)</p><p></p><p></p><p></p><p>XP: Yes, because he encountered it and survived. Traps work like monsters for XP.</p><p></p><p>Save: Up to you. When you drop a trap into play you (the DM) get to define what it's DC is to detect, how much damage it does, what kind of disarming mechanism there might be, if it auto-resets, and whether it can be avoided after it is triggered. </p><p></p><p>If you are using a canned trap and it doesn't say that the rogue gets a roll, then no roll, if the trap has a roll in it to avoid the damage, then you allow the roll. Apply here the rule : it is your game, if you want to give your rogue an athletics check to avoid damage, do so, who's going to complain?</p><p></p><p>All of the foregoing: IMHO.</p></blockquote><p></p>
[QUOTE="abeattie, post: 4975019, member: 61684"] Well -- stealth grants invisibility and silence. In order for a monster to avoid surprise at the beginning of combat, the monster must either passively perceive (if not alert) or actively perceive (if watching carefully, spending an action every not-really-a-turn-because-you're-not-in-combat-but-I-can't-think-of-a-better-way-to-describe-this). When in doubt, the answer should always be passive perception. Unless a critter has a really good reason to stop and actively search for a stealthy character, the rules guide you to use passive perception. So here my question would be -- did the baddies know the PC was coming? did they hear her allies or otherwise get tipped off that they were entering combat rounds? If not than theoretically when the rogue strips off the tarp the rogue may be surprised to see the monsters, but the monsters are also surprised to see the rogue (thus, no surprise round, go by initiative order, and if the monsters win initiative they attack first, or can ready on their turn.) Readying generally is a combat action, thus requires you to be in combat, or at least in initiative rounds. On the more explicit question -- the rogue interacted directly with an enemy (ripping off a tarp) in my game I would call that drawing attention to yourself (thus ending stealth), alternately, the rogue also (from the description) lacks cover or concealment, which would end stealth. Either way, no stealth there. If you decided there was stealth, than a stealthed individual does count as silent and invisible, which does require your monsters to guess a square and swing at something they cannot see. See the DnD compendium, or PHB1 (and the rules update appendix in PHB2) Check the rules the heal skill: (says the compendium.) XP: Yes, because he encountered it and survived. Traps work like monsters for XP. Save: Up to you. When you drop a trap into play you (the DM) get to define what it's DC is to detect, how much damage it does, what kind of disarming mechanism there might be, if it auto-resets, and whether it can be avoided after it is triggered. If you are using a canned trap and it doesn't say that the rogue gets a roll, then no roll, if the trap has a roll in it to avoid the damage, then you allow the roll. Apply here the rule : it is your game, if you want to give your rogue an athletics check to avoid damage, do so, who's going to complain? All of the foregoing: IMHO. [/QUOTE]
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