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The Monsters Know What They're Doing ... Are Unsure on 5e24
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<blockquote data-quote="AlViking" data-source="post: 9831221" data-attributes="member: 6906980"><p>There weren't really any rolls because the character didn't attempt to flee the scene. They did have to sneak in without being noticed, but once they found the chest they opened it up the shrieker went off with the volume of a loud car alarm and then he tried to drag the chest away. Dragging in 3e meant you moved 5 feet a turn, it was destined to fail which I made that clear to the player.</p><p></p><p>If I was to do it today? Hmm. Kind of hard to say, the difficulty is that they didn't do anything to check for traps. The search and finding it would have only been a DC 10 or so, it was just push a board into the rounded chest lid blocking the light to the shrieker, I wouldn't have even asked for a disable traps. Getting away though is a bit trickier because it would have just been a mad dash out of the camp dodging orcs because the tent wasn't at the edge of the encampment. So it wouldn't so much have been a higher DC, all the orcs knew something was up. The more treasure they tried to grab the more checks it would have been and I didn't have the entire camp's warriors mapped out so there would have been a die roll to see how quickly someone got to the tent. </p><p></p><p>At that point it would kind of go into chase rules - perception checks to see what direction the orcs are coming from, acrobatics checks to dive over baskets or slip under a tent, possibly checks to collapse a tent on pursuers slowing them down. The DC probably would have been fairly low, in the range of 10-15 with a failure not necessarily meaning they were caught, just that they were cornered and the next check was more difficult unless they did something clever or help arrived. When I do these chases I keep track of successes and failures similar to the way 4e did it, just with a little more flexibility. Hopefully that answers the question. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>But a lot of this was improvised on the spot. I knew about the chest and the shrieker but the war plans left out in the open was the real prize. If they did go for the chest, I expected them to check for traps first.</p></blockquote><p></p>
[QUOTE="AlViking, post: 9831221, member: 6906980"] There weren't really any rolls because the character didn't attempt to flee the scene. They did have to sneak in without being noticed, but once they found the chest they opened it up the shrieker went off with the volume of a loud car alarm and then he tried to drag the chest away. Dragging in 3e meant you moved 5 feet a turn, it was destined to fail which I made that clear to the player. If I was to do it today? Hmm. Kind of hard to say, the difficulty is that they didn't do anything to check for traps. The search and finding it would have only been a DC 10 or so, it was just push a board into the rounded chest lid blocking the light to the shrieker, I wouldn't have even asked for a disable traps. Getting away though is a bit trickier because it would have just been a mad dash out of the camp dodging orcs because the tent wasn't at the edge of the encampment. So it wouldn't so much have been a higher DC, all the orcs knew something was up. The more treasure they tried to grab the more checks it would have been and I didn't have the entire camp's warriors mapped out so there would have been a die roll to see how quickly someone got to the tent. At that point it would kind of go into chase rules - perception checks to see what direction the orcs are coming from, acrobatics checks to dive over baskets or slip under a tent, possibly checks to collapse a tent on pursuers slowing them down. The DC probably would have been fairly low, in the range of 10-15 with a failure not necessarily meaning they were caught, just that they were cornered and the next check was more difficult unless they did something clever or help arrived. When I do these chases I keep track of successes and failures similar to the way 4e did it, just with a little more flexibility. Hopefully that answers the question. :) But a lot of this was improvised on the spot. I knew about the chest and the shrieker but the war plans left out in the open was the real prize. If they did go for the chest, I expected them to check for traps first. [/QUOTE]
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