Midnight wild |
Have a charecter in my campaign who always wears headphones that are on all the time on mission, in battle, even when exploring unknowns alien battleships. Trying to figure out minuses for him so its fair to the rest of the party. He should not be able to hear assassins sneaking up on him as well as the rest of the party. Any advice?
Tiberius1701 |
That's true mechanically, but there is also simply pulling the narrative into some unbelievable and ridiculous direction.
If, by headphones, the original poster is referring to some Starlord wannabe who is always playing loud music in his hears, then I would agree with Lethallin and make them Deafened.
If the player is so attached to goofy comedy, let's see how comedic it will be when he's stabbed in the back without warning because he was idiotically listening to music in a dangerous situation. Then he'll get the comedy he's looking for - that will be a hoot :)
Open mics on comms for party coordination should be fine. In fact, that's why they commonly say, 'cut the chatter' when attention is needed.
Toxicsyn |
Reading up the Perception skill rules, the DCs for Perception checks to search may be adjusted by the GM based on the circumstances and to reflect other conditions.
The DC to hear details of conversation is 0. The DC to hear Small or Medium creature walking is 10. To hear the details of a whispered conversation is 15. To hear a automatic door opening or a pistol drawn is 20.
If he is using the headphones to listen to his personal comm unit, I would allow him to hear radio chatter from his buddies if they're all on personal comm units, but force him to make a Perception check against a DC set by the GM.