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The Return of the Sneaking Man
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<blockquote data-quote="ferratus" data-source="post: 5794364" data-attributes="member: 55966"><p>Which is why time away from the party should be distilled down to a single roll for scouting. A stealth check should be able to tell you who or what is in the rooms or passages ahead.</p><p></p><p>If there must be a possibility to be caught in a scouting roll, then how about a natural 1? That happens a lot less rarely than failing an opposed stealth/perception check, especially if the DM makes you roll a stealth check every time you move. A failed stealth check meant you were almost discovered and didn't press your luck, while a successful stealth check gives you a hint of what you can expect ahead. For example a scouting roll can tell you if there is a trap, or a guard, or 20 orcs around a campfire.</p></blockquote><p></p>
[QUOTE="ferratus, post: 5794364, member: 55966"] Which is why time away from the party should be distilled down to a single roll for scouting. A stealth check should be able to tell you who or what is in the rooms or passages ahead. If there must be a possibility to be caught in a scouting roll, then how about a natural 1? That happens a lot less rarely than failing an opposed stealth/perception check, especially if the DM makes you roll a stealth check every time you move. A failed stealth check meant you were almost discovered and didn't press your luck, while a successful stealth check gives you a hint of what you can expect ahead. For example a scouting roll can tell you if there is a trap, or a guard, or 20 orcs around a campfire. [/QUOTE]
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