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When PCs Burst into a Room of Unsuspecting Enemies
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<blockquote data-quote="delericho" data-source="post: 6502929" data-attributes="member: 22424"><p>No.</p><p></p><p>If the PCs are operating "like a SEAL team", then they should be making Stealth checks. If they don't make such checks, or they fail those checks, then they are making sufficient noise for those inside the room to hear them, and you should proceed with an initiative check as normal.</p><p></p><p></p><p></p><p>As I said above, neither. In answer to the second part of your question, though, when (dis)advantage applies, you roll two d20s. The exception is when using passive Perception, but that doesn't apply here.</p><p></p><p></p><p></p><p>Outside.</p><p></p><p></p><p></p><p>Yes. Be it because the PCs made a noise, sheer random chance, or because the opponent is a twitchy sod, he somehow gets to his weapon first. That is, after all, what winning initiative means!</p><p></p><p></p><p></p><p>No. The enemies being on guard duty may make it harder to gain surprise against them, but given that the scenario as described explicitly rules out surprise here, that doesn't apply.</p><p></p><p></p><p></p><p>I tend to agree that it's a weakness that the game doesn't really differentiate levels of awareness.</p><p></p><p>However, virtually all adventuring takes place in hostile environments - the PCs find themselves raiding dangerous tombs, they face bandits in their lairs, they adventure in a wilderness filled with perils, and so on. So, outside of some acknowledged "home base" it makes sense that they would keep their wits about them - even when 'unprepared' they're still alert to the possibility of danger.</p><p></p><p>And what applies to the PCs applies to their enemies as well. They might be among 'friends', but they're still in an environment where an attack can come at any time - from the PCs, from a rival gang... heck, from the guy across the table who might have seen that card getting palmed.</p></blockquote><p></p>
[QUOTE="delericho, post: 6502929, member: 22424"] No. If the PCs are operating "like a SEAL team", then they should be making Stealth checks. If they don't make such checks, or they fail those checks, then they are making sufficient noise for those inside the room to hear them, and you should proceed with an initiative check as normal. As I said above, neither. In answer to the second part of your question, though, when (dis)advantage applies, you roll two d20s. The exception is when using passive Perception, but that doesn't apply here. Outside. Yes. Be it because the PCs made a noise, sheer random chance, or because the opponent is a twitchy sod, he somehow gets to his weapon first. That is, after all, what winning initiative means! No. The enemies being on guard duty may make it harder to gain surprise against them, but given that the scenario as described explicitly rules out surprise here, that doesn't apply. I tend to agree that it's a weakness that the game doesn't really differentiate levels of awareness. However, virtually all adventuring takes place in hostile environments - the PCs find themselves raiding dangerous tombs, they face bandits in their lairs, they adventure in a wilderness filled with perils, and so on. So, outside of some acknowledged "home base" it makes sense that they would keep their wits about them - even when 'unprepared' they're still alert to the possibility of danger. And what applies to the PCs applies to their enemies as well. They might be among 'friends', but they're still in an environment where an attack can come at any time - from the PCs, from a rival gang... heck, from the guy across the table who might have seen that card getting palmed. [/QUOTE]
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