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Roleplaying in D&D 5E: It’s How You Play the Game
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<blockquote data-quote="Maxperson" data-source="post: 8487198" data-attributes="member: 23751"><p>This is how I would do it.</p><p></p><p>How I would run the Casting knock scenario at our table (using the same player responses with some notes):</p><p></p><p>DM: "What do you do?"</p><p>Tom(player of Ristlin the Elven Wizard): "I will go to the back of the building and cast knock on the back door, ready to run if the guard comes around the corner."</p><p><em>(note: at my table if the players don't think of something obvious like the loud sound of knock and they've used it a lot, I will remind the wizard. If it's a fairly new spell I will call for an intelligence check with a DC of probably 10 since it's a 2nd level spell. Wizards are highly intelligent and players are not only not that smart, but are distracted by other things at the table that they are planning.)</em></p><p>DM: (to Ristlin) "The back of the warehouse is a back alley strewn with debris and with limited lines of sight. The light is dim making the door impossible to see from more than 20 feet away."</p><p>Tom: "With my darkvision I can see the door from farther away(my players love elves and dwarves). I try to find some cover as far away as I can and still be within range of the knock spell."</p><p>DM: (to Ristlin) "The debris is a bale of something that smells of mildew and rot about 40 feet away."</p><p>DM: (to rest of party): "A thunderous boom can be heard from the back of the warehouse and the guard snorts and wakes up, looking around with alarm. He draws his weapon and squints out into the darkness."</p><p><em>(Note: Magic and magic items are rare in my game, so the guard would not have a sending stone. Since the magic is rare and the guard was started awake, he might not know the direction of the bang or what it represents. I'd decide the chances of his knowing and being aware enough, perhaps 20%. Then I'd roll a D20 and if I get a 4 or less, the guard would rush towards the back of the building. If not, he would draw his weapon and guard his station. I rolled and got a 7, so he stays put.)</em></p><p>Dick(player of Splint the dwarven cleric): "We were prepared for this possibility. I cast silence around him so that he can't give any further alarm"</p><p><em>(Note: Spellcasting is clearly intoned, so the guard got a perception check to hear the casting but rolled a 4. He would also get a roll to notice the abnormal silence, but again I rolled low. Some guard this guy is.)</em></p><p>DM: (to Splint) "The guard still peers out into the darkness, showing no indication that he heard the spell or notices the silence that is upon him. "</p><p>Harry(player of Glurm the Elven Knight): "I rush in with my mace covered in cloth to muffle the sound and strike in a nonlethal manner. I want to knock him out quickly."</p><p><em>(Note: I require the players to choose non-lethal attacks before the swing, not after the creature hits 0. And they have a -2 penalty, because it's hard to strike with that kind of care in combat.)</em></p><p>DM: (to Ristlin): "You wait, but do not hear the guard coming around the corner towards you. Nor do you hear anything from the front of the building. The door before you is unlocked. What do you do?"</p><p></p><p><a href="https://www.enworld.org/posts/8487112/report" target="_blank">Report</a></p></blockquote><p></p>
[QUOTE="Maxperson, post: 8487198, member: 23751"] This is how I would do it. How I would run the Casting knock scenario at our table (using the same player responses with some notes): DM: "What do you do?" Tom(player of Ristlin the Elven Wizard): "I will go to the back of the building and cast knock on the back door, ready to run if the guard comes around the corner." [I](note: at my table if the players don't think of something obvious like the loud sound of knock and they've used it a lot, I will remind the wizard. If it's a fairly new spell I will call for an intelligence check with a DC of probably 10 since it's a 2nd level spell. Wizards are highly intelligent and players are not only not that smart, but are distracted by other things at the table that they are planning.)[/I] DM: (to Ristlin) "The back of the warehouse is a back alley strewn with debris and with limited lines of sight. The light is dim making the door impossible to see from more than 20 feet away." Tom: "With my darkvision I can see the door from farther away(my players love elves and dwarves). I try to find some cover as far away as I can and still be within range of the knock spell." DM: (to Ristlin) "The debris is a bale of something that smells of mildew and rot about 40 feet away." DM: (to rest of party): "A thunderous boom can be heard from the back of the warehouse and the guard snorts and wakes up, looking around with alarm. He draws his weapon and squints out into the darkness." [I](Note: Magic and magic items are rare in my game, so the guard would not have a sending stone. Since the magic is rare and the guard was started awake, he might not know the direction of the bang or what it represents. I'd decide the chances of his knowing and being aware enough, perhaps 20%. Then I'd roll a D20 and if I get a 4 or less, the guard would rush towards the back of the building. If not, he would draw his weapon and guard his station. I rolled and got a 7, so he stays put.)[/I] Dick(player of Splint the dwarven cleric): "We were prepared for this possibility. I cast silence around him so that he can't give any further alarm" [I](Note: Spellcasting is clearly intoned, so the guard got a perception check to hear the casting but rolled a 4. He would also get a roll to notice the abnormal silence, but again I rolled low. Some guard this guy is.)[/I] DM: (to Splint) "The guard still peers out into the darkness, showing no indication that he heard the spell or notices the silence that is upon him. " Harry(player of Glurm the Elven Knight): "I rush in with my mace covered in cloth to muffle the sound and strike in a nonlethal manner. I want to knock him out quickly." [I](Note: I require the players to choose non-lethal attacks before the swing, not after the creature hits 0. And they have a -2 penalty, because it's hard to strike with that kind of care in combat.)[/I] DM: (to Ristlin): "You wait, but do not hear the guard coming around the corner towards you. Nor do you hear anything from the front of the building. The door before you is unlocked. What do you do?" [URL='https://www.enworld.org/posts/8487112/report']Report[/URL] [/QUOTE]
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