Two Basic Questions


Kingmaker


I have two really basic questions. Sorry if these have already been addressed.

1. Do you allow PCs to roll multiple perception checks? What I mean is, when the PCs enter a hex with a hidden location, and they all fail their perception check, should I allow them another chance - perhaps in a day or something? How have you been handling this? Do the take 10 or take 20 rules apply here?

2. How do you determine if an enemy gets away when fleeing? I posted this question in the pathfinder RPG->Rules Questions board but didn't really get a straight forward response. Many of the monsters in the AP have a moral section which dictates that they flee after they take a certain amount of damage. How do I determine if the monsters get away or not? Does this simply constitute getting off the board, or is there a more sophisticated mechanic that you are using?

Thanks!

Liberty's Edge

For Kingmaker and the perception checks when exploring a hex I would go with what is more appropriate for the situation.
If the hidden encounter is some creature that live in a territory and the PC fail to spot it when they explore the territory, it would stay undiscovered, probably creating further problems later on when the hex is annexed to the kingdom.
If it is a hidden location, depending on its nature, it can be discovered as soon as the hex is claimed (let's say a barrow with some undead) or it can stay hidden for years and years (a gold mine that no one is capable to identify).
Some of the stuff, like the barrow, can be later cleared by a lower level party (like the PC followers or a NPC party) or even left undisturbed if it isn't a menace to anyone. There isn't an absolute rule.

Same thing for fleeing monsters. There isn't an absolute rule.
My party recently encountered two forest drakes and gravely wounded them (less than 1/3 hp left to each of them).
The drakes were capable to fly over the forest canopy (getting full cover from the ground based archers and spellcasters) and leave behind the two flying pursuers (a witch and a eidolon) wile in sight for a relatively long time they were outside effective attack range, and safely escaped.

On the her hand I had a encounter with a greater barghest (I had rolled regularly a barghest encounter in the same area for months, the beast was canny enough not to fight a 6 man partyon their terms and while suspicious of the "large wolf" checking on them, the PC were unable to identify it. they suspected it was some druid animal companion and so were wary about killing it.).
The barghest fixated on the juicy oracle that resisted its attempt to charm her during their first encounter and so, when it was big enough, he tried to he tried to kidnap and devour her.
He used its dimension door and invisibility abilities to kidnap her, but the oracle was capable to survive long enough for the rest of the party to reach them.
When confronted with the whole group the barghest was in trouble, its best bet would have been to flee, but being on the shore of the lake with at least a few creatures capable to keep attacking it for a long time and no real cover in sight it was forced to fight to the death (and was almost capable to incapacitate all the dangerous members of the party, it was a near thing).

So essentially, a creature is capable to flee an encounter when the PC are no more capable to harm it. Naturally, it is possible for the PC to follow its tracks and try to slay it.


spqr202 wrote:

I have two really basic questions. Sorry if these have already been addressed.

1. Do you allow PCs to roll multiple perception checks? What I mean is, when the PCs enter a hex with a hidden location, and they all fail their perception check, should I allow them another chance - perhaps in a day or something? How have you been handling this? Do the take 10 or take 20 rules apply here?

I allow one perception check per day. the PC's spend exploring the hex. The take 10 and take 20 rules apply, although taking 20 would mean they're taking nearly 3 weeks to explore a single hex. Besides, most DC's should be easy for a character with a decent perception skill cehck.

spqr202 wrote:

2. How do you determine if an enemy gets away when fleeing? I posted this question in the pathfinder RPG->Rules Questions board but didn't really get a straight forward response. Many of the monsters in the AP have a moral section which dictates that they flee after they take a certain amount of damage. How do I determine if the monsters get away or not? Does this simply constitute getting off the board, or is there a more sophisticated mechanic that you are using?

Thanks!

If the PC's chose to chase a monster as it flees, I allow them to make normal attacks (which will probably be ranged attacks unless the PC's have a very high move rate). Once the monster is behind cover or out of range, the monster got away. If the PC's are determined, they can track the monster down.


spqr202 wrote:

2. How do you determine if an enemy gets away when fleeing? I posted this question in the pathfinder RPG->Rules Questions board but didn't really get a straight forward response. Many of the monsters in the AP have a moral section which dictates that they flee after they take a certain amount of damage. How do I determine if the monsters get away or not? Does this simply constitute getting off the board, or is there a more sophisticated mechanic that you are using?

The real question here isn't "does the enemy get away" but rather "do your players follow?" If your PCs follow the enemy, then you can do one of two things:

1) Turn it into a Chase encounter, or;
2) (The simpler method) Whomever has the highest speed wins (with the possible exception of ranged attacks/spells that might be the difference between flight and death). If everyone has the same speed, you can call for opposed Dexterity checks - the winner either manages to get away (if he's the quarry) or catches his target (if he's a PC) and combat starts all over again (and nothing says the enemy can't attempt to flee *again*). Alternatively, you can call for opposed Constitution checks (representing a long chase); again, the winner either flees (quarry) or catches his enemy (in which case, the enemy is probably fatigued or a similar condition).

Regardless of whether or not your PCs follow, if the enemy gets away, they should always be able to Track them later with Survival checks. I had my players chase a few beasts back to lairs that I had to create for them.

Sovereign Court

Another thing you can do if the PCs fail the perception check if it is a fixed location is to develop the location into a rumor. Basically letting them know that there is something out in a general area, and having the Re-explore that hex in order to get another perception check. The issue however is they dont know exactly which hex to look in, unless you decide that they have a guide or something. Could also introduce an old map somewhere as well.

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