Spot checks modified by distance?

iwatt

First Post
My copy of the SRD says:

A character’s Spot check is modified by a –1 penalty for every 10 feet of distance between the character and the character or object he or she is trying to discern. The check carries a further –5 penalty if the character is in the midst of activity.

I have no problem withe -5 for been distracted. But the -1 every 10 feet practically makes it impossible to spot somebody until you trip, over them. I guess the were going for something like the move silently/listen oposed checks, but -1 every 10 feet seems excessive to me. Has this beem corrected somewere, or does anybody have a house rule for this. I'm currently using the DnD description of the skill, which has no modifiers for distance.

Thanks
 

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I think that the reason that it was put in was that it was often impossible to hide from anyone, even if you were far away, unless you had a great Hide score. It was corrected specifically in that direction.
 

This is a standard d20 rule for spot checks. It is the same in 3E D&D. It is also a rule that most people forget about. I like the rule and don't have a problem using it.

Mike.
 

iwatt said:
I'm currently using the DnD description of the skill, which has no modifiers for distance.
You might want to double-check your PHB there... D&D uses the same -1 per 10 feet modifier.

Keep in mind that you don't need to use Spot to see a mountain off in the distance or a person standing across the room.
 

You're right, I hadn't noticed it in the 3e description. Now my 7 foot tall full plate wearing Dex 11 Cleric can hide!!

But seriously, I still think -1 for every 10 feet is a bit harsh. Spotting someone at least a charge distance away becomes pretty hard, considering that you can only hide with half cover or better, and with 3/4ths vovre or bettre you're getting circumstance benefits as well.

frank, a 1st level fast hero (16 dex) will have the following hide modifier:
Hide (1/2) = +7
Hide (3/4) = +5+7=+12
Hide (9/10) = +10+7=+17

Dan, a 1st level Dedicated (16 wis) will have the following spot modifier:

Spot =+7


What follows is a very long analysis of the math and statistics involved in the opposed check rolls. If math isn't your shtick, you might consider not reading this :)
The mechanism of opposed checks is quite interesting. An opposed check basically follows the following rule:

d20_A+CM_A>=d20_B+CM_B

were d20_X is the roll fo character X, while CM_X is character X's relevant check modifier. The check modifier's are fixed values, so we are interested in finding the probability for when character A beats character B. In this case, characeter A is the agressor, and in case of a tie he will win the opposed check (this is what I use in my games).

Using probability ditributions we have that a d20 has a discrete uniform distribution from (1,20). But we need the distribution of the random variable OCD (opposed check difference) defined as:

OCD=d20_A - d20_B

A little work with probabilities (that I'm not going to show here :D ) shows that OCD has a triangular distribution that varies from -19 up to +19, with a peak at 0.
This means that the probabilities of OCD turning up as 0 are 5%, while the probabilities of rolling +19 or -19 are 0.25% (that's 1/400). This means that the probabilty density function for OCD is:

p(OCD) = 5 - 0.25*abs(OCD) (values in %)

abs(OCD) is the absolute value of OCD

But we're not interested in finding the probability distribution function, but instead we want the cumulative distribution function. Luckily, we can find one from the other :)

The probability of OCD < XX can be found simply as:

P(OCD<= N)=sum(p(k))
k=-19 ... N

It's easier to find these values if we divide into two zones, N>0 and N<=0.

P(OCD<= N)=.125*(20+N)(21+N) -19<=N<=0
P(OCD<= N)=100-.125*(20-N)(19-N) 0<=N<=+19

Now that we´ve obtained the above, we can return to our example:

Our two character's are Frank the fast (F) and Dan the Dedictaed (D). Assuming half cover (+5 to F) we have that D (the agressor) spots F when

d20_D + 7 >= d20_F + 12
d20_D-D20_F >= +5

which basically means that rolling 5 higher than (F) will guarentee (D) will spot him:

if we define d20_D-d20_F as OCD, we can find trhe probability of D rolling +5 or highre than F is:

P(OCD>=+5) = 100-P(OCD<=+4)
= 100-P(OCD<= CM_F- CM_D- 1)

This translates to the following for Frank and Dan:
For 1/2 cover Dan will spot frank 52,5 % of the time. For 3/4 cover Dan will spot Frank 30% of the time. Pretty good. For 9/10s cover, Dan will only spot frank 13.75% of the time.

If we use the ruling that every 10' means a -1 penalty to spot, the above percentages represent Dan's chance to spot when within 10'. I would give him a circumstance bonus at this distance cause he could probably smell Frank.

At 30' we have the following chances to spot

1/2 = 38.25%
3/4 ths = 19.5 %
9/10ths Cov= 7 %

I believe this is pretty low, considering 30' put's you pretty close to your rival. This means Point blank shot, plus actions invloving a move and an attack action.

At 60' it becomes
1/2 = 26.25%
3/4 Cover = 11.25 %
9/10 Cover = 2.5 %

The above example is using two characetrs who have dedicated the sam effort into their particular skills. Let's analyze what happens when dan tries to spot Ted, the tough hero who uses a concealable vest (-3) but is not particularly nimble (Dex 11). This means his modifiers become +2 (1/2 C) and +7 (9/10 C);

At 5'
1/2 Cover = 88.75%
3/4 Cover = 73.75 %
9/10 Cover = 52.5 %

At 30'
1/2 Cover = 80.5 %
3/4 Cover = 61.75 %
9/10 Cover = 38.25 %

At 60'
1/2 Cover = 70 %
3/4 Cover = 47.5 %
9/10 Cover = 26.25 %

Now all of this is with good lighting. Now I understand adding a distance modifier, but maybe it should be every 20' or even every 30'.

I wanted to present this analysis in order to clearly illustrate those differences. If you find any holes in my math please tell me, although it probably means just a small shift in the probablities. By the way, the chance to win an opposed check when your modifier is the same as your rival's (assuming a tie favors you) is 52.5%.

Now that we have some numbers I believe we can begin to discuss wether -1/10' or something larger is more appropriate. I think we should determine an appropriate chance to spot a hidden individual at 100 ft for a given level of cover. Once that's determined we can decide on the correect distance modifier.


Well that's all. I hope I didn't bore anybody with this, but it probably will help decide appropriate circumstance modifiers for any other opposed check rolls.
 
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iwatt said:
But seriously, I still think -1 for every 10 feet is a bit harsh. Spotting someone at least a charge distance away becomes pretty hard, considering that you can only hide with half cover or better, and therefore you're getting those benefits as well.

frank, a 1st level fast hero (16 dex) will have the following hide modifier:
Hide (half cover) = +5+7=+12
Hide (9/10) = +10+7=+17
You don't get any bonus to your Hide skill from one-half cover. You only get bonuses for three-quarters or nine-tenths cover or concealment (+5 and +10 respectively). You need at least one-half cover or concealment just to be able to hide in the first place. So your 1/2 numbers actually represent the 3/4 case, and those numbers don't look unacceptable to me for that situation.
 

You're right. That's what happens when you don't check the SRD. :rolleyes:

I'll edit, the previous post immediately. We don't want to spread incorrect rumors about hiding! :D

Thanks Spatula

So you're happy with those number? no small tweaking at all?
 

Yeah, I don't have a problem with those numbers. I'm curious what kind of chances Joe Schmoe has against the fast hero, though.

If you think 10 feet is too close to assign penalties, you could change it to -2 per 20 feet instead. It works out the same in most cases, but the penalties don't set in until you're 20 feet away, which is a fair distance. And most bonuses/penalties work in increments of 2 anyway.
 

That's a great idea, I think I'll start using that. The more I see the numbers, the less they bother me, when you take into account game balance. I was just slightly concerned on how "realistic" the rules of a "cinematic" game were :D

You guys have been great. Well, at least somewere online there's a deep study in the opposed check mechanic now :)

Maybe we can use the above work for any other opposed checks that need some work.


By the way, Joe Shmoe the beer guzzling (Wis 9) security guard at the power plant has the following chances against Frank the fast hero.

At
0'
1/2 = 19.5 %
3/4 = 7 %
9/10 = 0.75 %

30'
1/2 = 11.25 %
3/4 = 2.5 %
9/10 = 0 %

60'
1/2 = 5.25 %
3/4 = 0.25 %
9/10 = 0 %

It just gets progressively worse at farther distances. Hell, now the infiltrator in my group can pretend he's playing Syphon Filter :D
 

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