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What skill opposes Gather Information?
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<blockquote data-quote="Ridley's Cohort" data-source="post: 1165000" data-attributes="member: 545"><p>I have some suggestions....</p><p></p><p>(1) As for how many Aid Anothers would be allowed, I suggest you allow a "reasonable" number. For simplicity's sake, assume the PCs are somewhere in particular and those who look in the wrong general area automatically fail in their Gather Information or Aid attempt. That will allow you to break up the Rogues into reasonable teams with one highly skilled guy and a couple of lackeys who sweep an area. If enthusiastic, they might make a sweep every day.</p><p></p><p>(2) I would set the DC for finding the PCs at around 20, assuming they are very discreet but are not disguising themselves. If they do disguise themselves, set it higher. If they are taking no precautions, set it lower. A sufficiently high roll will mean that the Thieve's Guild will <em>eventually</em> find out information on where the PCs are <em>at this moment</em>.</p><p></p><p>(3) The appropriate counter skill to Gather Information is Gather Information. If the PCs win, they would get tipped off about the efforts to find them and would have opportunity to take countermeasures (disguise themselves, change disguises, change locations, etc.) before being discovered. Do consider situational mods like bribes on both sides.</p><p></p><p>I would envision a cat and mouse game (assuming the PCs have good Gather Information skills), where the PCs get a tip like: "I hear someone has a pretty good description of your dwarven friend there. And some shady characters have been asking questions in this neighborhood." The PCs could move somewhere, etc. If the Thieve's Guild had a good enough roll (step #2), they find out: "Yeah, they stayed the last two nights. But they left this morning. No idea where they went."</p></blockquote><p></p>
[QUOTE="Ridley's Cohort, post: 1165000, member: 545"] I have some suggestions.... (1) As for how many Aid Anothers would be allowed, I suggest you allow a "reasonable" number. For simplicity's sake, assume the PCs are somewhere in particular and those who look in the wrong general area automatically fail in their Gather Information or Aid attempt. That will allow you to break up the Rogues into reasonable teams with one highly skilled guy and a couple of lackeys who sweep an area. If enthusiastic, they might make a sweep every day. (2) I would set the DC for finding the PCs at around 20, assuming they are very discreet but are not disguising themselves. If they do disguise themselves, set it higher. If they are taking no precautions, set it lower. A sufficiently high roll will mean that the Thieve's Guild will [i]eventually[/i] find out information on where the PCs are [i]at this moment[/i]. (3) The appropriate counter skill to Gather Information is Gather Information. If the PCs win, they would get tipped off about the efforts to find them and would have opportunity to take countermeasures (disguise themselves, change disguises, change locations, etc.) before being discovered. Do consider situational mods like bribes on both sides. I would envision a cat and mouse game (assuming the PCs have good Gather Information skills), where the PCs get a tip like: "I hear someone has a pretty good description of your dwarven friend there. And some shady characters have been asking questions in this neighborhood." The PCs could move somewhere, etc. If the Thieve's Guild had a good enough roll (step #2), they find out: "Yeah, they stayed the last two nights. But they left this morning. No idea where they went." [/QUOTE]
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What skill opposes Gather Information?
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