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<blockquote data-quote="howandwhy99" data-source="post: 6206888" data-attributes="member: 3192"><p>Surprise checks are based upon all the sensory abilities of a creature. That goes for a group of creatures working together too. Territory / environment affects the roll. Like cover or concealment. So can magic. As can other stuff, like working together with a team.</p><p></p><p>If the orcs are working together in a band, they make 1 check. If they have prisoners, they also make checks. If those prisoners are not working together, each gets a separate roll. But if they are all following the orders of the orcs, then they are back to 1.</p><p></p><p>Splitting the party and working separately is not necessarily to your advantage, but in some cases it can be. Like some surprise checks and some saves.</p><p></p><p>Players may always opt to work together (or individually or competitively). When cooperating only 1 person makes 1 roll for the whole team. Or maybe more than 1 person does, if there are multiple groupings of players (not 6 as 1, but 2-2-2 frex).</p><p></p><p>Working together may alter the odds. How it does so depends on how people work together. You can keep a look out better if you find a way to keep eyes in every direction. But then facing keeps backwards travelers from moving as fast. There are lots of little things, but that's good. It opens up options.</p><p></p><p>D&D Next Spot & Listen checks my outsize your creatures Stealth opposed rolls. If so, take that into account for their difficulty. If it seriously alters the Encounter level, than rebalance it or award it as appropriate.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6206888, member: 3192"] Surprise checks are based upon all the sensory abilities of a creature. That goes for a group of creatures working together too. Territory / environment affects the roll. Like cover or concealment. So can magic. As can other stuff, like working together with a team. If the orcs are working together in a band, they make 1 check. If they have prisoners, they also make checks. If those prisoners are not working together, each gets a separate roll. But if they are all following the orders of the orcs, then they are back to 1. Splitting the party and working separately is not necessarily to your advantage, but in some cases it can be. Like some surprise checks and some saves. Players may always opt to work together (or individually or competitively). When cooperating only 1 person makes 1 roll for the whole team. Or maybe more than 1 person does, if there are multiple groupings of players (not 6 as 1, but 2-2-2 frex). Working together may alter the odds. How it does so depends on how people work together. You can keep a look out better if you find a way to keep eyes in every direction. But then facing keeps backwards travelers from moving as fast. There are lots of little things, but that's good. It opens up options. D&D Next Spot & Listen checks my outsize your creatures Stealth opposed rolls. If so, take that into account for their difficulty. If it seriously alters the Encounter level, than rebalance it or award it as appropriate. [/QUOTE]
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