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Sighting... let me get this straight
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<blockquote data-quote="jonrog1" data-source="post: 519461" data-attributes="member: 189"><p>Actually (and I don't have the DMG with me), in the next section there's the explanation that once the "initial contact" Spot is blown, then you progress by half distances. That is, if maximum spot's at 130', then you roll again at 65' (I'd say 60'), then again at 30', at which point you're in melee range, and somebody's spotting somebody, or acting or attacking.</p><p></p><p>Now, for my quick and dirty suggestion, let the monsters take 10 opn the Hide and Move Silent -- they do this sort of thing all the time. And let the PC's take 10 on their Hide -- they did have time to find a good spot, pull the curtains over, etc, only making them roll if they move from place to place.</p><p></p><p>That just leaves 3 Spot checks for either side -- and once again, you could let the hmeerak take 10 on those, assuming they're not insanely worried about some schmuck farmer, but I only suggerst that if there's SO many of them that it's a burden. Or use a rule borrowed from SPYCRAFT -- for every Hmeerak, add a +1 or +2 up to a reasonable number to that base 10 or the Spot check of the most observant member of the Hmeerak. THis takes into account the better surveillance results of more men covering more ground (hence, Search parties).</p><p></p><p>If neither side spots each other, oir they both spot each other, then as soon as somebody acts you go into straight initiative. If somebody spots somebody else, but is undetected, award a surprise round.</p><p></p><p>All of the above is just my opinion (except for the bit form the DMG), but I've used it and it works smoothly.</p></blockquote><p></p>
[QUOTE="jonrog1, post: 519461, member: 189"] Actually (and I don't have the DMG with me), in the next section there's the explanation that once the "initial contact" Spot is blown, then you progress by half distances. That is, if maximum spot's at 130', then you roll again at 65' (I'd say 60'), then again at 30', at which point you're in melee range, and somebody's spotting somebody, or acting or attacking. Now, for my quick and dirty suggestion, let the monsters take 10 opn the Hide and Move Silent -- they do this sort of thing all the time. And let the PC's take 10 on their Hide -- they did have time to find a good spot, pull the curtains over, etc, only making them roll if they move from place to place. That just leaves 3 Spot checks for either side -- and once again, you could let the hmeerak take 10 on those, assuming they're not insanely worried about some schmuck farmer, but I only suggerst that if there's SO many of them that it's a burden. Or use a rule borrowed from SPYCRAFT -- for every Hmeerak, add a +1 or +2 up to a reasonable number to that base 10 or the Spot check of the most observant member of the Hmeerak. THis takes into account the better surveillance results of more men covering more ground (hence, Search parties). If neither side spots each other, oir they both spot each other, then as soon as somebody acts you go into straight initiative. If somebody spots somebody else, but is undetected, award a surprise round. All of the above is just my opinion (except for the bit form the DMG), but I've used it and it works smoothly. [/QUOTE]
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