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What are your thoughts on the success probabilities of pre-3e versions of D&D?
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<blockquote data-quote="Voadam" data-source="post: 8300494" data-attributes="member: 2209"><p>I remember from at least the Holmes Basic set it describing dungeons as adversarial with PCs, doors open for monsters, but are stuck for PCs and require a strength check with possible noise to open. Enemies can hear easily but it is difficult for PCs. NPCs who become allied with PCs lose the monster advantages.</p><p></p><p>I remember this carrying over a bit in AD&D and Moldvay Basic.</p><p></p><p>In any case here is the 1e references on listening.</p><p></p><p>1e PH page 27:</p><p></p><p>1. Listening at doors includes like activity at other portals such as windows. It is accomplished by moving silently to the door and pressing an ear against it to detect sound.</p><p></p><p>1e PH Page 28:</p><p></p><p>Hearing Noise is simply listening intently. The thief and his or her accomplices must themselves be quiet (but not silent as in moving). This function can be repeated as often as desired. It requires a full minute to listen, i.e. one-tenth of a normal turn, or time equal to a melee round. Note that sleeping creatures, undead, and many other creatures do not make sounds discernible through a portal. Success informs the hearer that someone or something awaits beyond the portal.</p><p></p><p>1e DMG page 19:</p><p></p><p>Hearing Noise: This is pretty straightforward. The thief, just as any other character, must take off helmet or other obstructing headgear in order to press his or her ear to the door surface in order to hear beyond.</p><p></p><p>1e DMG page 60:</p><p></p><p>LISTENING AT DOORS</p><p>In addition to the simple exercise of observation, many times characters will desire to listen, ear pressed to a portal, prior to opening and entering. This requires a special check, in secret, by you to determine if any sound is heard. Because of this, continual listening becomes a great bother to the DM. While ear seekers will tend to discourage some, most players will insist on having their characters listen at doors at every pretense. First, make certain that you explain to players that all headgear must be removed in order to listen. Those wearing helmets will probably have to remove a mail coif and padded cap as well, don’t forget. The party must also be absolutely silent, and listening will take at least one round.</p><p>Silent creatures — undead, bugbears, etc. — will never be heard. Sleeping or resting or alerted creatures will not be heard either. If there is something for the listener to hear behind the door, the following probabilities will determine if any sound is heard:</p><p>Race Of Listener Chance Of Hearing Noise</p><p>Dwarf 2 in 20 (10%)</p><p>Elf 3 in 20 (15%)</p><p>Gnome 4 in 20 (20%)</p><p>Half-Elf 2 in 20 (10%)</p><p>Halfling 3 in 20 (15%)</p><p>Half-Orc 3 in 20 (15%)</p><p>Human 2 in 20 (10%)</p><p>Keen-eared individuals will gain a bonus of 1 or 2 in 20 (5% or 10%). Use chance of hearing a noise to determine if a character is keen-eared the first time he or she listens at a door, and if it is indicated, tell the player to note the fact for his or her character. Player characters will not initially have hearing problems (as they wouldn’t have survived if they had them). During the course of adventuring, great noise might cause hearing loss. Handle this as you see fit.</p><p>A loss of hearing might negate the chance to hear something behind a door without any other noticeable effects.</p><p>Hearing Noise: When a die roll indicates a noise has been heard, tell the player whose character was listening that he or she heard a clink, footstep, murmuring voices, slithering, laughter, or whatever is appropriate. (Of course, some of these noises will be magical, e.g., audible glamer spells, not anything which will be encountered at all!) Be imprecise and give only vague hints; never say, “You hear ogres,” but “You hear rumbling, voice-like sounds.” Failure to hear any noise can be due to the fact that nothing which will make noise is beyond the portal, or it might be due to a bad (for the listener) die roll. Always roll the die, even if you know nothing can be heard. Always appear disinterested regardless of the situation.</p><p>Maximum Number Of Listeners: Each listener will take up about 2½’ of space, so up to three can listen at a typical dungeon door.</p><p>Maximum Length Of Time For Listening: Only three attempts can be made before the strain becomes too great. After the third attempt, the listeners must cease such activity for at least five rounds before returning to listening again.</p><p></p><p></p><p>So in 1e all characters are pretty terrible at hearing through doors to detect activity on the other side, but all can try and there are specific rules for doing so. Thieves start at 10% at 1st level modified by race which matches up to the DMG base character chance so they start just like any character then get better at doing so at 2nd level and higher.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8300494, member: 2209"] I remember from at least the Holmes Basic set it describing dungeons as adversarial with PCs, doors open for monsters, but are stuck for PCs and require a strength check with possible noise to open. Enemies can hear easily but it is difficult for PCs. NPCs who become allied with PCs lose the monster advantages. I remember this carrying over a bit in AD&D and Moldvay Basic. In any case here is the 1e references on listening. 1e PH page 27: 1. Listening at doors includes like activity at other portals such as windows. It is accomplished by moving silently to the door and pressing an ear against it to detect sound. 1e PH Page 28: Hearing Noise is simply listening intently. The thief and his or her accomplices must themselves be quiet (but not silent as in moving). This function can be repeated as often as desired. It requires a full minute to listen, i.e. one-tenth of a normal turn, or time equal to a melee round. Note that sleeping creatures, undead, and many other creatures do not make sounds discernible through a portal. Success informs the hearer that someone or something awaits beyond the portal. 1e DMG page 19: Hearing Noise: This is pretty straightforward. The thief, just as any other character, must take off helmet or other obstructing headgear in order to press his or her ear to the door surface in order to hear beyond. 1e DMG page 60: LISTENING AT DOORS In addition to the simple exercise of observation, many times characters will desire to listen, ear pressed to a portal, prior to opening and entering. This requires a special check, in secret, by you to determine if any sound is heard. Because of this, continual listening becomes a great bother to the DM. While ear seekers will tend to discourage some, most players will insist on having their characters listen at doors at every pretense. First, make certain that you explain to players that all headgear must be removed in order to listen. Those wearing helmets will probably have to remove a mail coif and padded cap as well, don’t forget. The party must also be absolutely silent, and listening will take at least one round. Silent creatures — undead, bugbears, etc. — will never be heard. Sleeping or resting or alerted creatures will not be heard either. If there is something for the listener to hear behind the door, the following probabilities will determine if any sound is heard: Race Of Listener Chance Of Hearing Noise Dwarf 2 in 20 (10%) Elf 3 in 20 (15%) Gnome 4 in 20 (20%) Half-Elf 2 in 20 (10%) Halfling 3 in 20 (15%) Half-Orc 3 in 20 (15%) Human 2 in 20 (10%) Keen-eared individuals will gain a bonus of 1 or 2 in 20 (5% or 10%). Use chance of hearing a noise to determine if a character is keen-eared the first time he or she listens at a door, and if it is indicated, tell the player to note the fact for his or her character. Player characters will not initially have hearing problems (as they wouldn’t have survived if they had them). During the course of adventuring, great noise might cause hearing loss. Handle this as you see fit. A loss of hearing might negate the chance to hear something behind a door without any other noticeable effects. Hearing Noise: When a die roll indicates a noise has been heard, tell the player whose character was listening that he or she heard a clink, footstep, murmuring voices, slithering, laughter, or whatever is appropriate. (Of course, some of these noises will be magical, e.g., audible glamer spells, not anything which will be encountered at all!) Be imprecise and give only vague hints; never say, “You hear ogres,” but “You hear rumbling, voice-like sounds.” Failure to hear any noise can be due to the fact that nothing which will make noise is beyond the portal, or it might be due to a bad (for the listener) die roll. Always roll the die, even if you know nothing can be heard. Always appear disinterested regardless of the situation. Maximum Number Of Listeners: Each listener will take up about 2½’ of space, so up to three can listen at a typical dungeon door. Maximum Length Of Time For Listening: Only three attempts can be made before the strain becomes too great. After the third attempt, the listeners must cease such activity for at least five rounds before returning to listening again. So in 1e all characters are pretty terrible at hearing through doors to detect activity on the other side, but all can try and there are specific rules for doing so. Thieves start at 10% at 1st level modified by race which matches up to the DMG base character chance so they start just like any character then get better at doing so at 2nd level and higher. [/QUOTE]
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What are your thoughts on the success probabilities of pre-3e versions of D&D?
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