
WackyPeanut |
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Hello Bruno, here's my understanding of the standard rules:
The adventurers may move up to their normal speed with a -5 to their stealth checks. Moving faster than their Base speed should get them automatically detected.
If the adventurers try to run, I would suggest that they roll 1d20+20 as a set Stealth check vs. a Perception check by the NPCs. If the NPCs beat the DC, they then know the exact position of the adventurer trying to run past them. If the NPC fails the DC, he's still aware of the adventurer's presence, but not their exact location.
-But what about the noise when simply walking?
If you are concerned about that, let your players know that they will have to roll two stealth checks. One is for hiding, taking the +20 bonus, the second is without the +20, which is for moving silently. DnD 3.5 used to work like that, and for the better.
As for the coup the grace question. Invisible or not, a sleeping creature is already subject to a coup de grace. Invisibility should grant them a +2 to hit in any non-coup de grace attack.
If are ever unsure about how the rules work, don't stall your game; Just come up with something logical and fair and use it instead.
Good luck!
EDIT: I have a better idea about the moving silently part.
Have your players roll stealth just once, without the +20. Then roll for perception by the NPCs. If the NPCs beat the DC, they heard a PC moving around. Finally, add 20 to the original Stealth check, and determine whether or not the Perception was high enough to beat even that!
As a reminder, don't forget various penalties to Perception, including distance, being distracted, or having noise in a room!