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| #1mvincentAug 06, 2014 13:49:24 | The initial encounter in "Lost Mine of Phandelver" instructs the DM to make one stealth roll for a group of goblins that are ambushing the PC's (sure, that made sense to me). Their ambush worked great.
Later, the PC's decided they want to ambush some foes in the exact same way. The DM had them each roll stealth, and invariably someone in the party rolled low... which would likely be the case even if every party member was as stealthy as a goblin.
As in earlier editions, I think many 5e DM's will treat PC's differently from NPC's in regard to suprise, creating a situation where the PC's will rarely pull off an ambush (but will frequently get ambushed).
Is there a good way around this?
For reference, the D&D Basic Rules (p.69) say: "the DM compares the Dexterity (Stealth) checks of anyone hiding with the passive Wisdom (Perception) score of each creature on the opposing side. Any character or monster that doesn’t notice a threat is surprised at the start of the encounter" |
| #2iserithAug 06, 2014 14:11:27 | I think it's either an oversight or something they put in LMOP to make it easy on new DMs. The rules on page 69 are what matter in my view. |
| #3mvincentAug 06, 2014 16:40:57 |
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| (Reply to #3)Overpromises | That is an issue in actual ambushes. It is easier for fewer people to stay undetected. |
| #5Archon007Aug 06, 2014 19:59:17 | Might want to place a spoiler alert in your title next time since any player just learned about the first encounter of a printed adventure which is pretty crappy.
The PCs make a group stealth roll if half or more party succeed the whole party succeeds. This is different than a surprise roll. |
| #6DM_HEEGZAug 06, 2014 21:12:02 | Use the "Group Checks" rule on p. 59 of the Basic pdf for this type of stealth situation.
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| (Reply to #5)Valheru_Blade |
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| #8Plaguescarred1Aug 07, 2014 13:36:58 | Lost Mine of Phandelver used a different method than what the rules suggest for Surprise or Group check, going with a single check for all creatures (perhaps even a guideline in the DMG). I don't expect to it to be the norm in published adventures, but rather the exception. DM should feel free to handle it in any way they prefer, each has pros and cons. |
| #9kanageddaamenAug 07, 2014 13:39:37 | Stealth is one of the few checks I don't see working as a group check. I don't see how the halfling rogues ability to move really quietly helps the clumsy dwarf fighter in plate do so. In my opinion, if one fails to be stealthy, they give away the threat of danger, and the opportunity for surprise. |
| #10mrpopstarAug 07, 2014 16:13:29 |
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| #11kanageddaamenAug 07, 2014 16:56:07 |
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| #12PsikerlordAug 08, 2014 0:13:55 |
To answer the OP: its a judgment call for the DM, use group checks, and /or passive pefception, as and when you think it will work well or is appropriate. The rules are purposely flexible that way - adopt an approach that works best for the scenario or for your table's preferences. |
| #13TrueManiekAug 08, 2014 1:21:22 |
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| #14mrpopstarAug 08, 2014 4:55:28 |
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| #15kanageddaamenAug 08, 2014 5:34:23 |
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| #16aljergensenAug 08, 2014 6:10:40 | Or the DM could rule that the dexterous elf caught the clumsy dwarf just before he fell, preventing him from making enough noise to warn the goblins. When doing a group check, think about how (or if) the group can work together and what will be the most fun. |
| #17HuginAug 08, 2014 7:12:29 |
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| #18PauperAug 08, 2014 7:16:28 | Keep in mind as well that, when the goblins are setting an ambush for the party, the characters are likely to have different Passive Perception scores; some will have high Wisdom, some will be able to add proficiency. Having the goblins roll as a unit is simply seeing if they can beat the highest Passive Perception in the party.
On the other hand, when the party sets an ambush for goblins, all the goblins are likely to have the same Passive Perception, and it will likely be significantly lower than the highest Passive Perception in the party. This makes a party ambushing goblins significantly easier than goblins ambushing a party if you go with just one roll for the whole party (which is almost certainly going to be made by the character with the highest Stealth check).
If that's the way you like things in your game, where adventurers are always significantly better at tasks than monsters are, then that's fine -- do whatever works for you. If you'd like to even up the odds a bit, though, either because it seems more 'realistic' (with the caveat that we're playing a fantasy game where people can shoot fire from their fingertips) or because it seems more fair, then use a group check or have each character make his or her own check.
All depends how you want to play.
-- Pauper |
| #19kanageddaamenAug 08, 2014 7:18:24 |
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| (Reply to #9)bgbarcus |
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| #21HuginAug 08, 2014 8:23:44 |
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| #22kanageddaamenAug 08, 2014 8:31:56 |
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| (Reply to #15)Overpromises |
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| #24mvincentAug 08, 2014 10:12:11 |
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| #25aljergensenAug 08, 2014 10:15:09 | If doing a group stealth check and one PC fails, having another character do some kind of dexterity based check to save the day (or perhaps give the clumsy PC a reroll) sounds like a good idea.
It's a pretty common trope in movies/tv to have Mr Clumsy knock over something as they are trying to sneak only to have Mr Dexterity catch the object while they exchange "the look". It's something as a DM I would like to use now and then.
An alternative is to effectively split the party and have them approach from different directions. So the clumsy dwarf provides a distraction while the stealthy halfling sneaks up from the rear.
The point is to set up fun encounters, not to have a situation where the group can never surprise anyone because one PC chose to play a tank. |
| (Reply to #25)Overpromises |
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| #27mrpopstarAug 08, 2014 10:56:45 |
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| #28kanageddaamenAug 08, 2014 12:53:24 |
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| (Reply to #28)Overpromises |
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| #30kanageddaamenAug 08, 2014 13:20:15 |
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| #31aljergensenAug 08, 2014 14:44:29 | When it comes to splitting the party into stealthy and non-stealthy groups I was thinking of a couple of scenarios. I'm sure there are others.
Assume that the group is searching for a goblin camp in the woods. McSneaky the rogue was scouting and found the camp. Break the group up into the A-Team with stealthy characters and the B-Team with non-stealthy characters.
Scenario 1 The A-Team circles around and (assume they succeed on stealth checks).
Round 1: The surprised goblins don't get to act. The non-stealthy PCs can act in the first round since they are not surprised. Depending on how DM runs the combat, they may need to wait for a signal from the A-Team to know when the goblin's turn is over. Since there is no delay, members of the A-Team may need to ready an action to dash towards the camp. If their initiative is lower than the goblins, they act normally.
Round 2:
Scenario 2: The B-Team starts combat by walking right up to the camp, screaming "Death to Goblins!"
Round 1: The A-Team gets advantage on their first round because the goblins are distracted enough by the A-Team yelling to allow them to maintain stealth long enough to attack.
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| #32kanageddaamenAug 08, 2014 14:49:20 |
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| #33mrpopstarAug 08, 2014 15:15:44 |
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| (Reply to #31)Overpromises |
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