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Variant Encounters: Gank the Guard!
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<blockquote data-quote="Tequila Sunrise" data-source="post: 6061462" data-attributes="member: 40398"><p><span style="color: #222222"><span style="font-family: 'Times'"></span></span></p><p><span style="color: #222222"><span style="font-family: 'Times'">Theoretically he makes just as many Stealth checks as the other PCs, but he probably can't fail the first check or two so I wouldn't even have him roll.</span></span></p><p><span style="color: #222222"><span style="font-family: 'Times'"></span></span></p><p><span style="color: #222222"><span style="font-family: 'Times'"><span style="color: #222222"><span style="font-family: 'Times'"></span></span></span></span></p><p><span style="color: #222222"><span style="font-family: 'Times'"><span style="color: #222222"><span style="font-family: 'Times'">Yup. I forgot to explain my modus operandi, but you got it: one player sneaks at a time. The order is up to the players, so smart players will let the rogue-type PCs sneak first; in fact they'd probably let the rogue-types move up until the rogue-types actually risk failure. Because what's the point in the paladin risking a botched Stealth check while the rogue can move closer risk-free?</span></span></span></span></p><p><span style="color: #222222"><span style="font-family: 'Times'"></span></span></p><p></p><p>Good idea! I've been meaning to write up a guideline for Bluffing into a surprise round, anyway.</p><p></p><p></p><p>I should have mentioned that this whole scenario assumes that sneaking is even an option -- a well designed guard post wouldn't even allow for sneaking. (Alert guards, bare ground, unobstructed view.) My guidelines are intended for less-than-ideal guard conditions.</p><p></p><p>As to the bonuses, I think they're necessary. First, because distance does make sneaking easier. And secondly because without bonuses, sneaking is practically impossible for an entire party of PCs. Even if the guard has only an average Perception, that means that unstealthy PCs fail half their Stealth checks. This makes it overwhelmingly unlikely that an unstealthy PC will get anywhere near the guard. And the risk of rolling low enough to fail can really add up even for stealthy PCs. Unless of course a PC's stealth is high enough that he can't fail at all, in which case we've created a situation in which the rogue sneaks right up next to the guard while everyone else says "We'll stay 40 spaces away and just plink the guard with our long bows."</p><p></p><p>In other words, the guard already has a huge advantage -- the PCs are rolling multiple checks to get within a reasonable distance of him, and chances are fair that <em>somebody</em> will roll low.</p></blockquote><p></p>
[QUOTE="Tequila Sunrise, post: 6061462, member: 40398"] [COLOR=#222222][FONT=Times] Theoretically he makes just as many Stealth checks as the other PCs, but he probably can't fail the first check or two so I wouldn't even have him roll. [COLOR=#222222][FONT=Times] Yup. I forgot to explain my modus operandi, but you got it: one player sneaks at a time. The order is up to the players, so smart players will let the rogue-type PCs sneak first; in fact they'd probably let the rogue-types move up until the rogue-types actually risk failure. Because what's the point in the paladin risking a botched Stealth check while the rogue can move closer risk-free?[/FONT][/COLOR] [/FONT][/COLOR] Good idea! I've been meaning to write up a guideline for Bluffing into a surprise round, anyway. I should have mentioned that this whole scenario assumes that sneaking is even an option -- a well designed guard post wouldn't even allow for sneaking. (Alert guards, bare ground, unobstructed view.) My guidelines are intended for less-than-ideal guard conditions. As to the bonuses, I think they're necessary. First, because distance does make sneaking easier. And secondly because without bonuses, sneaking is practically impossible for an entire party of PCs. Even if the guard has only an average Perception, that means that unstealthy PCs fail half their Stealth checks. This makes it overwhelmingly unlikely that an unstealthy PC will get anywhere near the guard. And the risk of rolling low enough to fail can really add up even for stealthy PCs. Unless of course a PC's stealth is high enough that he can't fail at all, in which case we've created a situation in which the rogue sneaks right up next to the guard while everyone else says "We'll stay 40 spaces away and just plink the guard with our long bows." In other words, the guard already has a huge advantage -- the PCs are rolling multiple checks to get within a reasonable distance of him, and chances are fair that [I]somebody[/I] will roll low. [/QUOTE]
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