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Rethinking Random encouters
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<blockquote data-quote="Radiating Gnome" data-source="post: 1433283" data-attributes="member: 150"><p>Here's a more final version of what I'm thinking:</p><p></p><p><strong>Avoid Encounters While Traveling - </strong></p><p></p><p>As an option, random encounter rolls can be replaced by rolls to avoid encounters. This will be most useful when characters want to pass through a region unnoticed. A Move Silently check is made by a scouting character, which represents time spent scouting ahead and running intereference for the group. The Base DC for avoiding encounters is 15, which can be modified:</p><p>*<strong>Active Search</strong> -- If enemies are actively searching for the PC(s), the DM may add the hunter's average Spot check skill bonus to the base DC. </p><p>*<strong>Encounter population density </strong>(in high traffic areas, add +5 or even +10 to avoid encounter), perhaps and active search by NPCs hunting the PCs (add the hunter's average spot bonus to DC). If the PCs are on a road or it's equivalent, this modifier would apply.</p><p>*<strong>Group Size.</strong> The base DC is for a single medium-sized figure. Every time the number of figures in a group doubles or (or size changes by one level), increase the DC by two (2 humans = +2, 4 humans = +4, 4 Ogres=+8, etc). </p><p>*<strong>Bonuses to Move Silently Check, and Magic Assistance</strong> -- Determine the average bonus to Move Silently checks for the entire group, including armor check penalties, racial bonuses, magical bonuses, etc. </p><p>*<strong>Light</strong> -- if the PCs are using light sources (torches, lanterns, spells) in the dark, the DC increases by +10.</p><p>*<strong>Speed </strong>-- use the speed penalties in the Move Silently description. Moving to avoid encounters is normally at half-speed.</p><p>*<strong>Scout's Hide skill synergy bonus </strong>-- For 5 ranks, +2. For 15 ranks, +4. </p><p></p><p><em>So, as an example, a 10th level halfing rogue is trying to sneak out of an enemy city. The DM determines that sneaking out will take her 4 hours of sneaking, with a Avoid Encounters test each hour.</em></p><p><em></em></p><p><em>Because she is on her own, she uses her own move silently skill check (13 ranks + 2 racial +5 dex, +2 Synergy for HIde ranks) for a +22 on her roll. Her DC is +10 because a city is a very high traffic area, so the DC is 25. She will most likely get away, even without special magical help.</em></p><p><em></em></p><p><em>BUT, if that same rogue had to sneak three other party members out -- A wizard, cleric, and fighter, the check will be much more difficult. The DC for the check is now +4 (the group size doubled twice), or a DC of 29. And, she has a Wizard (dex 14, no armor, +2 bonus to Move Silently), a Cleric (dex 10, chainmail, -5 bonus to Move silently) and a fighter (dex 14, chainmail, -3 bonus to Move Silently), so the average bonus to the move silently skill check is ((9+2-5-3)/4) or 3/4, rounded up to +1. So the rogue will have a +14 bonus, and have to roll pretty high to avoid encounters. </em></p><p><em></em></p><p><em>If she can convince the cleric to cast mass cat's grace on the party, and convince the cleric and fighter to take off their armor, it would be easier. Their new bonuses would be Rogue (+11), Wizard (+4), Cleric (+2), Fighter (+4), for an average of +10 -- which would make it much more likely that they would escape. (Once the Cat's grace wore off, of course, the average would drop by +2, to +8, which is still far better than the +1 for the group with the fighter and cleric in armor) </em></p><p></p><p></p><p><strong>Avoid Encounters While Camping - </strong></p><p></p><p>As an option, random encounter rolls can be replaced by rolls to avoid encounters while camping. A Hide check is made by a scouting character, which represents time spent picking a location to camp in and hiding the camping spot from prying eyes.. The Base DC for avoiding encounters is 15, which can be modified:</p><p>*<strong>Encounter population density</strong> (in high traffic areas, add +5 or even +10 to avoid encounter), perhaps and active search by NPCs hunting the PCs (add the hunter's average spot bonus to DC). If the PCs are on a road or it's equivalent, this modifier would apply.</p><p>*<strong>Active Search</strong> -- If enemies are actively searching for the PC(s), the DM may add the hunter's average Spot check skill bonus to the base DC.</p><p>*<strong>Group Size.</strong> The base DC is for a single medium-sized figure. Every time the number of figures in a group doubles or (or size changes by one level), increase the DC by two (2 humans = +2, 4 humans = +4, 4 Ogres=+8, etc). </p><p>*<strong>Bonuses to Hide Check, and Magic Assistance </strong>-- Determine the average bonus to Hide checks for the entire group, including armor check penalties, racial bonuses, magical bonuses, etc. </p><p>*<strong>Light</strong> -- if the PCs are using light sources (torches, lanterns, campfires, spells) in the dark, the DC increases by +10.</p><p>*<strong>Scout's Move Silently skill synergy bonus</strong>-- For 5 ranks, +2. For 15 ranks, +4.</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 1433283, member: 150"] Here's a more final version of what I'm thinking: [b]Avoid Encounters While Traveling - [/b] As an option, random encounter rolls can be replaced by rolls to avoid encounters. This will be most useful when characters want to pass through a region unnoticed. A Move Silently check is made by a scouting character, which represents time spent scouting ahead and running intereference for the group. The Base DC for avoiding encounters is 15, which can be modified: *[b]Active Search[/b] -- If enemies are actively searching for the PC(s), the DM may add the hunter's average Spot check skill bonus to the base DC. *[b]Encounter population density [/b](in high traffic areas, add +5 or even +10 to avoid encounter), perhaps and active search by NPCs hunting the PCs (add the hunter's average spot bonus to DC). If the PCs are on a road or it's equivalent, this modifier would apply. *[b]Group Size.[/b] The base DC is for a single medium-sized figure. Every time the number of figures in a group doubles or (or size changes by one level), increase the DC by two (2 humans = +2, 4 humans = +4, 4 Ogres=+8, etc). *[b]Bonuses to Move Silently Check, and Magic Assistance[/b] -- Determine the average bonus to Move Silently checks for the entire group, including armor check penalties, racial bonuses, magical bonuses, etc. *[b]Light[/b] -- if the PCs are using light sources (torches, lanterns, spells) in the dark, the DC increases by +10. *[b]Speed [/b]-- use the speed penalties in the Move Silently description. Moving to avoid encounters is normally at half-speed. *[b]Scout's Hide skill synergy bonus [/b]-- For 5 ranks, +2. For 15 ranks, +4. [i]So, as an example, a 10th level halfing rogue is trying to sneak out of an enemy city. The DM determines that sneaking out will take her 4 hours of sneaking, with a Avoid Encounters test each hour. Because she is on her own, she uses her own move silently skill check (13 ranks + 2 racial +5 dex, +2 Synergy for HIde ranks) for a +22 on her roll. Her DC is +10 because a city is a very high traffic area, so the DC is 25. She will most likely get away, even without special magical help. BUT, if that same rogue had to sneak three other party members out -- A wizard, cleric, and fighter, the check will be much more difficult. The DC for the check is now +4 (the group size doubled twice), or a DC of 29. And, she has a Wizard (dex 14, no armor, +2 bonus to Move Silently), a Cleric (dex 10, chainmail, -5 bonus to Move silently) and a fighter (dex 14, chainmail, -3 bonus to Move Silently), so the average bonus to the move silently skill check is ((9+2-5-3)/4) or 3/4, rounded up to +1. So the rogue will have a +14 bonus, and have to roll pretty high to avoid encounters. If she can convince the cleric to cast mass cat's grace on the party, and convince the cleric and fighter to take off their armor, it would be easier. Their new bonuses would be Rogue (+11), Wizard (+4), Cleric (+2), Fighter (+4), for an average of +10 -- which would make it much more likely that they would escape. (Once the Cat's grace wore off, of course, the average would drop by +2, to +8, which is still far better than the +1 for the group with the fighter and cleric in armor) [/i] [b]Avoid Encounters While Camping - [/b] As an option, random encounter rolls can be replaced by rolls to avoid encounters while camping. A Hide check is made by a scouting character, which represents time spent picking a location to camp in and hiding the camping spot from prying eyes.. The Base DC for avoiding encounters is 15, which can be modified: *[b]Encounter population density[/b] (in high traffic areas, add +5 or even +10 to avoid encounter), perhaps and active search by NPCs hunting the PCs (add the hunter's average spot bonus to DC). If the PCs are on a road or it's equivalent, this modifier would apply. *[b]Active Search[/b] -- If enemies are actively searching for the PC(s), the DM may add the hunter's average Spot check skill bonus to the base DC. *[b]Group Size.[/b] The base DC is for a single medium-sized figure. Every time the number of figures in a group doubles or (or size changes by one level), increase the DC by two (2 humans = +2, 4 humans = +4, 4 Ogres=+8, etc). *[b]Bonuses to Hide Check, and Magic Assistance [/b]-- Determine the average bonus to Hide checks for the entire group, including armor check penalties, racial bonuses, magical bonuses, etc. *[b]Light[/b] -- if the PCs are using light sources (torches, lanterns, campfires, spells) in the dark, the DC increases by +10. *[b]Scout's Move Silently skill synergy bonus[/b]-- For 5 ranks, +2. For 15 ranks, +4. [/QUOTE]
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