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FunkamusPrime |
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![Goblin](http://cdn.paizo.com/image/avatar/PZO1114-GoblinDressup_90.jpeg)
Players are traveling down the road and goblins are hiding ready to ambush them. They PCs have made it clear that they are suspicious, alert and keeping a watchful eye for danger.
When they enter the general area where the goblins are hiding, the GM rolls Perception Checks in secret challenged by the goblins' Stealth DC +2 for cover.
Let's say one of the PCs succeeds and spots the Goblins. Combat begins and the GM calls for Initiative.
Do the PCs roll Perception for their Initiative, or does the GM use the Perception Checks rolled to spot the goblins as their initiative scores?
Do the goblins still roll their Stealth for Initiative? Or do they lose that option when they are spotted?
Does it make any difference that only 1 of the players spotted the goblins? In other systems the rest of the party would still be surprised, but here I'm not 100% sure how things should unfold.
Thanks.
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Midnightoker |
![Felliped](http://cdn.paizo.com/image/avatar/PF19-05.jpg)
Do the PCs roll Perception for their Initiative, or does the GM use the Perception Checks rolled to spot the goblins as their initiative scores?
Do the goblins still roll their Stealth for Initiative? Or do they lose that option when they are spotted?
Does it make any difference that only 1 of the players spotted the goblins? In other systems the rest of the party would still be surprised, but here I'm not 100% sure how things should unfold.
I would also like to know the answer to the first one, but in the latter case they most certainly use their Stealth for Initiative since they were using the "Avoid Notice" exploration tactic.
As for the last point, Surprise rounds no longer technically exist, as it is a special thing like Rogues Surprise Attack.
However, I would love someone with a little more knowledge on the subject to weigh in on the above example. It's something I've kinda had to play by ear in the sessions I've run because I truly don't know what's meant to be the played RAW.
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BellyBeard |
![Dwarf Spell](http://cdn.paizo.com/image/avatar/PZO9408-DwarfSpell_90.jpeg)
If you’re Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).
Based on this, the goblins should have rolled against the PC's Perception DCs to determine whether they are noticed. Then, if they are noticed, the party rolls initiative, but the goblins do not reroll. If they aren't noticed, the goblins keep the high roll they got and the PCs roll initiative, and presumably the goblins start in a more advantageous position. The passage suggests the roll to sneak up on the party is used as their initiative either way.
This doesn't take into account the party actively trying to spot the goblins, but none of the rules support that as far as I can tell. The Search exploration activity only talks about searching an area carefully for traps or hidden objects, and doesn't seem to be what we're looking for. Maybe the Scout activity could be used to add a +1 to the party's Perception DC for the goblins to roll against. Though that isn't written into Scout, I think that activity makes the most sense for the situation.
Edit: So in the case of the goblins sneaking up and succeeding, what actually should happen is that everyone rolls initiative, but the party doesn't notice them yet so shouldn't take any combat actions (they don't "hear the fight music"). However, to avoid the out-of-character knowledge that initiative was rolled, you can effectively give the goblins a free turn where they act undetected, and then roll initiative once they take an action that reveals themselves.
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Midnightoker |
![Felliped](http://cdn.paizo.com/image/avatar/PF19-05.jpg)
On the note of "Scout tactic" I find that particularly weird when parties try to actually scout.
Should I be telling them no don't scout? If the scout themselves gets caught, do they just roll initiative?
What if they're trying to scout while not being seen? Do they get to avoid notice?
I guess the best way to handle it would be Avoid Notice, see enemies, return, then Scout ahead?
But then they have prior knowledge that there are infact Goblins ahead, but no real bonuses to initiative (outside a +1?)
Maybe I just don't understand the rules, I do like the "activity" aspect of Exploration mode in that it's defined, but it does seem a bit hard to compensate for normal PC tactics within them (at least I haven't quite got that part down).
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BellyBeard |
1 person marked this as a favorite. |
![Dwarf Spell](http://cdn.paizo.com/image/avatar/PZO9408-DwarfSpell_90.jpeg)
On the note of "Scout tactic" I find that particularly weird when parties try to actually scout.
Should I be telling them no don't scout? If the scout themselves gets caught, do they just roll initiative?
What if they're trying to scout while not being seen? Do they get to avoid notice?
I guess the best way to handle it would be Avoid Notice, see enemies, return, then Scout ahead?
But then they have prior knowledge that there are infact Goblins ahead, but no real bonuses to initiative (outside a +1?)
Maybe I just don't understand the rules, I do like the "activity" aspect of Exploration mode in that it's defined, but it does seem a bit hard to compensate for normal PC tactics within them (at least I haven't quite got that part down).
I agree. Thankfully my players are okay with the abstract handwaving of just giving an initiative bonus normally. However, if someone really wants to scout ahead in the normal sense of the word, I would do as you suggest and have them Avoid Notice or Seek without the rest of the party, and if they get in trouble they do combat all alone as well. Splitting the party to scout is a much worse idea this edition though, since at-level enemies will be likely to spot you.
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N N 959 |
Players are traveling down the road and goblins are hiding ready to ambush them. They PCs have made it clear that they are suspicious, alert and keeping a watchful eye for danger.
Stealth/Init/Ambush questions have come up in previous Rules threads. I believe that Billy Beard's response is mostly accurate, so my answers may be repetitive.
First off, both sides start off Unnoticed.
When they enter the general area where the goblins are hiding, the GM rolls Perception Checks in secret challenged by the goblins' Stealth DC +2 for cover.
Incorrect. It works the other way around. Each goblin makes a Stealth check which is compared to all the Perception DCs. If there are lots of party members and lots of goblins, chances are the goblins will be detected.
Now, if the PCs are trying to sneak, then they too roll Stealth checks and are compared to each Goblin's Perception DC.
From here, it can get kind of complicated if no one spots anyone on either side.
Let's say one of the PCs succeeds and spots the Goblins. Combat begins and the GM calls for Initiative
Do the PCs roll Perception for their Initiative, or does the GM use the Perception Checks rolled to spot the goblins as their initiative scores?
If the PCS are sneaking, then they use their Stealth Checks, just like the Goblins. If the PCs aren't sneaking, then they roll Perception checks. The goblins use their Stealth checks
If some PCs are using Survival and trying to track, then they can use that instead, but most PCs who would be using Survival probably have a higher Perception modifier.
Do the goblins still roll their Stealth for Initiative? Or do they lose that option when they are spotted?
The goblins stealth checks that were already rolled, are used.
Does it make any difference that only 1 of the players spotted the goblins? In other systems the rest of the party would still be surprised, but here I'm not 100% sure how things should unfold.
There is where it starts to get a little confusing.
It does make a difference. Prior to the encounter, each side is Unnoticed by the other. When everyone is in the same area, each side starts out Undetected. For each individual, the enemy remains Undetected unless it fails to beat that individuals Perception DC. That's important because the actions you can take against someone who is Undetected by you are limited.
It's important to note that unlike in PF1, every individual's stealth status is specific to each other individual. A goblin may be Observed by three PCs, Hidden to the fourth, and Undetected by the fifth.
This is also why the Point Out action exists. It allows one PC to point out the Undetected PCs and make them only Hidden.
It's also important to point out that the the Stealth Check made to Avoid Notice is secret. As such, the goblins shouldn't know how good a job they've done at hiding anymore than PCs would. It's important not to meta-game that and have the goblins react to their own bad Stealth Checks.
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![Rich Diver](http://cdn.paizo.com/image/avatar/14_rich_col_final.jpg)
I in my opinion it would be either "scout" or "search" in exploration mode.
"scout" in my mind is moving through an area on guard. I would give this most parties unless they are totally ignoring everything. If they are even a little wary someone is scouting...hence the +1 circumstance bonus to their initiative rolls. Still moving a normal speeds.
In this case goblin's roll stealth and party rolls perception or maybe stealth if they were "avoiding notice" with +1
"search" is when they are positive danger, they slow down and they are actively searching it out.
In this case as I the GM would roll secret perception checks against the goblins stealth dc since the pcs are activity looking. If they fail it works like above, if succeed goblins roll perception and the players roll perception unless they were a actively trying to avoid notice then they roll stealth.
Just my two cents...I hope it makes sense. I always struggle with the idea of the "active" party rolls against the dc. Some if the party is not slowing down and actively "seeking" they do get to roll. but i can see "scout" and "search" being debated i guess
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N N 959 |
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On the note of "Scout tactic" I find that particularly weird when parties try to actually scout.
Actually it doesn't. If a PC is scouting up ahead, the same rules apply. You walk into an area and who ever is hiding tries to beat your Perception DC. Now, if you mean someone who is trying to scout undetected, then it does get more complicated. I'll try and discuss it below.
Should I be telling them no don't scout? If the scout themselves gets caught, do they just roll initiative?
There's no reason why one or more PCs can't travel in front of the party and trigger/force stealth checks.
What if they're trying to scout while not being seen? Do they get to avoid notice?
It depends on what you mean by "Scout." If you mean the Exploration Mode activity (which gives +1 to Init) I don't know if it's possible to do two actions at once. Someone who is trying to Avoid Notice, will still force a Stealth Check against their Perception DC. So someone sneaking ahead of the party does function as a scout.
I guess the best way to handle it would be Avoid Notice, see enemies, return, then Scout ahead?
This is where it gets problematic and the rules aren't as helpful.
The problem that the rules don't really address is what happens when the person sneaking, beats the Perception DC? The rules seem to expect that even if someone who is Unnoticed, remains Undetected, you roll Init. IMO, that shouldn't happen. If one side beats the Perception DCs of all the other side, then Init should not be rolled unless the hidden creature elects to act initiate combat or does somee thing that would make them detected.
In your example, if your scout sneaks around, and beats all the Perception DCs, then the GM should not roll init as long as the scout continues to sneak and beat Perception DCs as necessary.
But then they have prior knowledge that there are infact Goblins ahead, but no real bonuses to initiative (outside a +1?)
"Scout" is not really about finding enemies, but about being ready to act when they appear. There's no reason why you can't return and then be awarded the +1 on Init for using Scout activity if you do that going into the potential encounter.
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N N 959 |
I in my opinion it would be either "scout" or "search" in exploration mode.
Per the rules, there is no special activity to look for foes, it happens automatically. Once you enter the area, Stealth DCs are rolled and then Initiative if a Perception DC is higher than any one of the Stealth checks.
"scout" in my mind is moving through an area on guard. I would give this most parties unless they are totally ignoring everything. If they are even a little wary someone is scouting...hence the +1 circumstance bonus to their initiative rolls. Still moving a normal speeds.
Per the rules, it's half movement speed and is something that has to be explicitly chosen. The point is that the PC is devoting all their energy to being alert and focused on only that.
"search" is when they are positive danger, they slow down and they are actively searching it out.
"Search" is for objects and Hazards. "Seek" is for foes. In that case, the PCs have to be fairly specific and then they roll Perception checks vs Stealth DCs.
In this case as I the GM would roll secret perception checks against the goblins stealth dc since the pcs are activity looking.
If they fail it works like above, if succeed goblins roll perception and the players roll perception unless they were a actively trying to avoid notice then they roll stealth.
This one is a bit more tricky. There's a questions of whether the goblins should use their Stealth checks because Init will be rolled after the first goblin is detected, all the other goblins are still hidden, so using the existing Stealth rolls would also seem appropriate.
Some if the party is not slowing down and actively "seeking" they do get to roll. but i can see "scout" and "search" being debated i guess
Technically I don't think so. If you're not moving at the required speed, then you're technically not engaged in the activity. Nor do the rules simply allow the activity with a penalty. However, this version of Pathfinder is much more conducive to GM adjudication, so I would impose at least a -2 penalty.
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Midnightoker |
![Felliped](http://cdn.paizo.com/image/avatar/PF19-05.jpg)
So a scout then in the traditional sense who’s trying to “scout ahead and report back to the party” for say a party rogue would then be this:
PC scouring uses Avoid Notice to move ahead.
If enemy is hiding, those enemies roll against that PC perception DC, if they succeed they do not notice the enemy.
If the enemy is not hiding, as long as the PC beats the perception DC they are unnoticed.
Initiative begins and the actions slow down, where each move opens the possibility for detection (RAW that is) until the PC leaves the area where they could realistically become noticed.
PC is allowed to do Seek actions and Hide actions during this initiative stealth op, where if they are discovered the goblins could theoretically start taking actions against the PC, but until then likely spend actions doing whatever they were doing before.
PC leaves safely and informs party of what’s up ahead. Presumably GM could grant benefits here or maybe the knowledge itself is valuable enough (number of enemies, what was over heard/seen, buff time, etc.)
Doesn’t seem as bad as I thought now.
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![Rich Diver](http://cdn.paizo.com/image/avatar/14_rich_col_final.jpg)
Slamy Mcbiteo wrote:I in my opinion it would be either "scout" or "search" in exploration mode.Per the rules, there is no special activity to look for foes, it happens automatically. Once you enter the area, Stealth DCs are rolled and then Initiative if a Perception DC is higher than any one of the Stealth checks.
Quote:"scout" in my mind is moving through an area on guard. I would give this most parties unless they are totally ignoring everything. If they are even a little wary someone is scouting...hence the +1 circumstance bonus to their initiative rolls. Still moving a normal speeds.Per the rules, it's half movement speed and is something that has to be explicitly chosen. The point is that the PC is devoting all their energy to being alert and focused on only that.
Quote:"search" is when they are positive danger, they slow down and they are actively searching it out."Search" is for objects and Hazards. "Seek" is for foes. In that case, the PCs have to be fairly specific and then they roll Perception checks vs Stealth DCs.
Quote:In this case as I the GM would roll secret perception checks against the goblins stealth dc since the pcs are activity looking.Quote:If they fail it works like above, if succeed goblins roll perception and the players roll perception unless they were a actively trying to avoid notice then they roll stealth.This one is a bit more tricky. There's a questions of whether the goblins should use their Stealth checks because Init will be rolled after the first goblin is detected, all the other goblins are still hidden, so using the existing Stealth rolls would also seem appropriate.
Quote:Some if the party is not slowing down and actively "seeking" they do get to roll. but i can see "scout" and "search" being debated i guessTechnically I don't think so. If you're not moving at the required speed, then you're technically not engaged in the activity. Nor do the rules simply allow the activity with a...
Agreed "seek" is for foes and "search" does not specifically state foes it was my thoughts on it...
I did miss that scout was half speed also so you are correct there.
I believe I remember a discussion on the youTube channel on this subject specifically by Mark S but I cannot find it.
I also agree it is will be GM's thoughts on the specific case in point
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Captain Morgan |
1 person marked this as a favorite. |
![White Dragon](http://cdn.paizo.com/image/avatar/PZO1126-WhiteDragon_500.jpeg)
So a scout then in the traditional sense who’s trying to “scout ahead and report back to the party” for say a party rogue would then be this:
PC scouring uses Avoid Notice to move ahead.
If enemy is hiding, those enemies roll against that PC perception DC, if they succeed they do not notice the enemy.
If the enemy is not hiding, as long as the PC beats the perception DC they are unnoticed.
Initiative begins and the actions slow down, where each move opens the possibility for detection (RAW that is) until the PC leaves the area where they could realistically become noticed.
PC is allowed to do Seek actions and Hide actions during this initiative stealth op, where if they are discovered the goblins could theoretically start taking actions against the PC, but until then likely spend actions doing whatever they were doing before.
Doesn’t seem as bad as I thought now.
As a general rule of thumb, I wouldn't actually call for initiative until combat is going to begin."Avoid Notice" will generally suffice for the purposes of seeing some enemies up ahead and reporting back. When you're unnoticed no one is looking for you, so calling for a check for each move seems excessive. This assumes that the rogue just sneaks up close enough to see that there are enemies, though. If the rogue tries to do anything but go back the way they came to report in, you might start calling for checks. As an example, if they wanted to sneak closer to be able to eavesdrop on the conversation I'd probably require another check, and if they started trying to plop some poison in the stew pot of the enemies... Well, that might be a few checks.
PC leaves safely and informs party of what’s up ahead. Presumably GM could grant benefits here or maybe the knowledge itself is valuable enough (number of enemies, what was over heard/seen, buff time, etc.)
I probably wouldn't grant more than the +1 Scouting circumstance bonus, but there's a lot of inherent advantage, yes. Weapons in hand, shields raised, fighters and monks dropping into stances, Rangers Hunting Prep, chugging elixirs... Plus stuff like snagging favorable terrain to get cover for AC and initiative bonuses.
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FunkamusPrime |
![Goblin](http://cdn.paizo.com/image/avatar/PZO1114-GoblinDressup_90.jpeg)
Thanks for all the responses, everyone. This has been very helpful.
Just to make sure I'm wrapping my head around this correctly, here are a couple more example/questions:
1) Goblins win Stealth vs. the players' Perception DCs. For initiative, one of the players Rolls Perception higher than the goblins' Stealth Checks. That PC acts first. Can he attack the Goblins because he won initiative, which was his Perception being higher than their Stealth? Or Does he get to act first, but cannot do anything in relation to the Goblins because they beat his Perception DC and therefore are still Unnoticed and Undetected by him? If that's the case, I imagine he couldn't even take the Seek Action to find the Goblins as they are still Unnoticed.
2) Goblins win Stealth vs. the players' Perception DCs. They players then roll initiative. One of them is able to roll Survival instead of Perception and beats all of the goblins' Stealth Checks. That player gets to act first. Unlike in the example above, succeeding on the Survival Check means the player saw tracks that alert them there are Goblins in the area. That makes the Goblins Undetected but NOT Unnoticed, and this player would be allowed to take the Seek Action on their turn to try and spot the goblins before the goblins get to act. Is that all accurate?
Thanks for all your help!
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Midnightoker |
![Felliped](http://cdn.paizo.com/image/avatar/PF19-05.jpg)
So in the first scenario I think the goblins are hidden but not unnoticed (so they know the square but can’t directly see them, have concealment)
They can act first and attack the square or roll a seek to improve their visibility I think
The other players treat the goblins as unnoticed unless player 1 points out the square the goblins are in, in which case they become hidden to them as well.
I have literally no idea in the second scenario, but I might treat it the same. RAW I’m curious on both. That’s how I’d run it at the table with what we have so far
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BellyBeard |
![Dwarf Spell](http://cdn.paizo.com/image/avatar/PZO9408-DwarfSpell_90.jpeg)
For the first case, I would put the characters on the map and tell whoever won initiative, "You think you just heard something, but you aren't sure." They can Seek if they want to find the goblins, or prebuff for the fight (I wouldn't call this OOC, as we're saying that their character heard something/feels like something is wrong). Only when they successfully seek or the goblins attack (or the goblins fail a Sneak check) do you put the goblins on the map. Note that I'd do it this way because the goblins intend to initiate combat. If, for example, the goblins wanted to sneak past the PCs, they wouldn't roll initiative and combat wouldn't begin (same as a PC sneaking past a guard).
The second example would be the same as the first. The goblins would all be unnoticed still, even if the PCs are aware that "something" is out there, and would only change to undetected if the PCs had some way of knowing how many goblins there were without knowing their location (maybe they could tell the number from the tracks with a good roll). But they still need to Seek to actually find the goblins.
This is my interpretation, but I could be wrong. Especially about the one winning initiative knowing "something is up".
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N N 959 |
I'm mostly in agreement with BellyBeard, but I'll add my own perspective which may help elucidate the constructs at work as I understand them.
1) Goblins win Stealth vs. the players' Perception DCs. For initiative, one of the players Rolls Perception higher than the goblins' Stealth Checks. That PC acts first.
In this case, the Goblins are all Undetected and you should only be rolling initiative because the goblins are starting combat, otherwise, it's as BB says, the PCs are completely unaware and the goblins can do nothing and the PCs could leave the area without finding them.
If the goblins do initiate combat, the rules provide little to no guidance on how to handle this from a narrative perspective. I would go with BB's suggestions. The PC knows "something is up" but has no clue exactly what. The goblins are all Undetected and the PC can take any action based on general apprehension.
Can he attack the Goblins because he won initiative, which was his Perception being higher than their Stealth?
No, because he doesn't know where the goblins are.
Initiative checks are strictly to determine the order in which you act. The skill used does not provide secondary benefits. The reason why PF2 allows the GM to use different skills is to minimize the disadvantage of not having a high Wisdom/Perception based on the context. So rolling Perception vs someone else's Stealth for Initiative doesn't give you any more benefit than if you rolled Athletics vs Stealth..
If that's the case, I imagine he couldn't even take the Seek Action to find the Goblins as they are still Unnoticed.
Per the rules, Seek takes you from Undetected to Hidden.
2) Goblins win Stealth vs. the players' Perception DCs. They players then roll initiative. One of them is able to roll Survival instead of Perception and beats all of the goblins' Stealth Checks.
For a character to use Survival instead of Perception, the Ranger has to have already been tracking the goblins. Winning the Initiative using Survival doesn't convey any more information to the Ranger. We know this because if a Rogue uses Stealth to win initiative, they don't become more hidden.
Unlike in the example above, succeeding on the Survival Check means the player saw tracks that alert them there are Goblins in the area.
No. The Ranger must already have been tracking the goblins. Winning Init means the Ranger gets to act first. For the record, I would allow the Ranger to use Perception if he or she so chose. Most Rangers are probably going to have a higher Perception than Survival and you shouldn't penalize Rangers for tracking something into Init.
That makes the Goblins Undetected but NOT Unnoticed, and this player would be allowed to take the Seek Action on their turn to try and spot the goblins before the goblins get to act. Is that all accurate?
So this part is somewhat confusing. Technically, anyone Unnoticed prior to Initiative essentially is Undetected during combat. Unnoticed is a flag that doesn't seem to be used in Combat, only out of it. Winning Initiative, regardless of what skill is used, doesn't change anyone's state of detection.
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Midnightoker |
![Felliped](http://cdn.paizo.com/image/avatar/PF19-05.jpg)
Yes so it’s unclear to me if they go from unnoticed to undetected or from unnoticed to hidden
Unnoticed isn’t a step of stealth, since you can be both unnoticed and undetected.
So does it maybe work this way?:
Goblins roll Stealth to avoid notice, they beat the Perception DC on all of the PCs, but in initiative one of the PCs rolls higher than their stealth roll for initiative so that person treats them all as undetected but they know someone is probably nearby and they aren’t unnoticed
If the goblins fail the Stealth check against one persons DC and that person also beats them on initiative, they treat the goblins as hidden (knows the square).
Basically it takes a failed check from the goblins and a successful check to drop them to hidden, a mix result results in undetected and if both fail they are unnoticed.
That sounds reasonable at least but maybe that’s wrong
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N N 959 |
Yes so it’s unclear to me if they go from unnoticed to undetected or from unnoticed to hidden
Unnoticed isn’t a step of stealth, since you can be both unnoticed and undetected.
So does it maybe work this way?:
This part of the rules is the most confusing because of the terminology.
In combat, the flags are:
Undetected > Hidden > Observed.
As I stated above, Unnoticed isn't referenced for combat oriented outcomes as far as I could tell, only Undetected. So technically, you are Unnoticed if you are Undetected, but for combat, the game treats it as being Undetected.
Goblins roll Stealth to avoid notice, they beat the Perception DC on all of the PCs, but in initiative one of the PCs rolls higher than their stealth roll for initiative so that person treats them all as undetected but they know someone is probably nearby and they aren’t unnoticed
Not quite. Once you roll Init, the goblins are all Undetected. The PC winning init doesn't have any more information than before Init was rolled, he just becomes apprehensive and is given an action. The PC wouldn't know what, where, or how many are out there.
This situation arises because of the contrived nature of combat/init. In reality, the Goblins should be the first to act, because the PC who won init but has his/her Perception DC beat, wouldn't know to do anything.
If the goblins fail the Stealth check against one persons DC and that person also beats them on initiative, they treat the goblins as hidden (knows the square).
Correct.
Basically it takes a failed check from the goblins and a successful check to drop them to hidden, a mix result results in undetected and if both fail they are unnoticed.
If you fail both, the goblins are still Undetected, because you're rolling Init because the goblins are starting combat.
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BellyBeard |
![Dwarf Spell](http://cdn.paizo.com/image/avatar/PZO9408-DwarfSpell_90.jpeg)
I agree that maybe some examples of moving from Exploration to Encounter, and the detection states of the various parties depending on how they were acting, would be very useful to know the "default process" which can be extrapolated to other more peculiar situations.
Don't think it needs to be in GMG though, even just an informal rundown from Mark on his show would be enough if someone can capture it for the rest of us.
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FunkamusPrime |
![Goblin](http://cdn.paizo.com/image/avatar/PZO1114-GoblinDressup_90.jpeg)
Quote:If you’re Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).Based on this, the goblins should have rolled against the PC's Perception DCs to determine whether they are noticed. Then, if they are noticed, the party rolls initiative, but the goblins do not reroll. If they aren't noticed, the goblins keep the high roll they got and the PCs roll initiative, and presumably the goblins start in a more advantageous position. The passage suggests the roll to sneak up on the party is used as their initiative either way.
Just for clarification... is "the start of an encounter" determined by when initiative is rolled? As in, the transition from Exploration Mode to Encounter Mode? If so, then it sounds like the goblins using Avoid Notice would roll Stealth again and use that total both as initiative and again compared to the players' Perception DCs to determine if the players notice them after initiative has been rolled.
If that's correct, then it would be goblins roll Stealth vs. Perception DCs when the players enter their general area, they win those checks and wait for the players to walk closer, and then spring their trap. This would be "the start of the encounter" and the transition from Exploration Mode to Encounter Mode.
The goblins would then roll Stealth again and those totals would be both ranked with the players' Perception Rolls to determine the initiative order and would also be compared again to the players' Perception DCs to determine if the goblins are still Undetected after initiative (at the start of the encounter).
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Wheldrake |
![Skull](http://cdn.paizo.com/image/avatar/B3_Troglodyte_warp_final.jpg)
You don't have to "roll stealth again" unless you've already forgotten the exact rolls they made. Remember that you only make an active roll on your turn. Let's assume it's the goblins' turn...
Situation 1) The goblins would "roll stealth again" if they are using a Hide action (getting the bonus for cover or greater cover) while they wait for the PCs to get closer.
Situation 2) The goblins would "roll stealth again" if they are using the Sneak action to move at half speed (getting the bonus for cover or greater cover if they remain under cover the whole time) to get closer to the PCs or into a more advantageous position.
(edit) If they use their Sneak action to move away and still manage to avoid detection, then they will have successfully avoided the encounter entirely.
Situation 3) The goblins wouldn't "roll stealth again" if they attack or move out into the open, since they would now be observed.
If, on the other hand, it was a PC's turn and the goblins were still undetected or unnoticed, that PC could move around, use the Seek action or whatever he wants, based on a vague feeling of unease. If he uses the Seek action, he gets a new perception roll against the goblin's Stealth DC - but only on his turn, during his actions, and it's a secret roll, so he has no idea how "perceptive" he was.
IMHO, this whole scenario isn't that hard to adjudicate, as long as the DM remembers not to give either side extra "free" rolls. Both sides get one roll based on their exploration mode activity, and additional rolls are only gained by spending actions on your turn.
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N N 959 |
Just for clarification... is "the start of an encounter" determined by when initiative is rolled? As in, the transition from Exploration Mode to Encounter Mode?
No. You move to Encounter mode whenever you need to track actions on a round by round basis. That can happen with or without Initiative being rolled. If you do roll Initiative, then you're probably tracking things round by round and you are thus in Encounter mode.
Initiative is used to determine the order in which actions occur between opposing parties. If one party is completely Unnoticed by the other and the Unnoticed party does not intend to act, then you wouldn't need to roll Init.
If so, then it sounds like the goblins using Avoid Notice would roll Stealth again and use that total both as initiative and again compared to the players' Perception DCs to determine if the players notice them after initiative has been rolled.
If you are Avoiding Notice, then you roll once and apply that to the appropriate Perception DCs. The only time you'd roll again is if the conditions changed (GM discretion). As Wheldrake suggests, if the hiding party tried to change positions or did something that might get them Detected or Observed, then the GM might require another Stealth check vs Perception DCs.
Perception rolled for Init does not double-count towards a Seek. Initiative, regardless of what is rolled, is strictly to determine the order of actions. There are no secondary benefits based on what skill is used. You don't suddenly become Hidden if you're using Sneak for Initiative and you previously failed to beat the Perception DCs.
If that's correct, then it would be goblins roll Stealth vs. Perception DCs when the players enter their general area, they win those checks and wait for the players to walk closer, and then spring their trap. This would be "the start of the encounter" and the transition from Exploration Mode to Encounter Mode.
Sure. You could also start Encounter mode before the players enter the area to keep track of the round by round actions. For example, if some of the party is scouting ahead (lower case scouting), then you might want to keep track of who is where and who has done what before the trap is sprung. So in that situation, you tell party you're tracking actions on a round per round basis (Encounter Mode). Obviously that will tip them off that a combat is probably about to happen, so most GMs won't switch to Encounter Mode until Init is rolled.
The goblins would then roll Stealth again and those totals would be both ranked with the players' Perception Rolls to determine the initiative order and would also be compared again to the players' Perception DCs to determine if the goblins are still Undetected after initiative (at the start of the encounter).
No. The goblins don't roll Stealth again. Nor do the Perception rolls for Init have any effect on detecting the goblins. All values for Init are strictly for determining the order of actions, regardless of if they were pre-rolled or new.
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FunkamusPrime |
![Goblin](http://cdn.paizo.com/image/avatar/PZO1114-GoblinDressup_90.jpeg)
You could also start Encounter mode before the players enter the area to keep track of the round by round actions.
This all makes sense, and is simple to follow. But I just want to make sure I understand the rules by RAW.
Avoid Notice says "You attempt a Stealth check to avoid notice while traveling at half speed," which would mean one Stealth check when "traveling", or in this case when the PCs enter observation range of the goblins. And then the text for Avoid Notice goes on to say, "If you’re Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you."
And the entry for initiative states, "Rolling initiative marks the start of an encounter."
So it seems strictly by RAW, the "start of an encounter" is when initiative is rolled. Therefore, it would be one Stealth check for the Goblins to see if the PCs notice them when they enter the general area. And then another Stealth Check is rolled for initiative when the GM calls for initiative to be rolled. Which could be with the PCs being at the edge of observation range if one of the Goblins failed their initial Stealth check or, if they all succeeded, it could be much closer depending on wherever the goblins decide to spring their trap.
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N N 959 |
This all makes sense, and is simple to follow. But I just want to make sure I understand the rules by RAW.
So let's take a step back for a second.
The "modes" of play are guidelines for a GM. Paizo created them to help GMs manage the flow of time under different circumstances. Paizo divides time-flow into three categories:
1. Round by round -> Encounter
2: Minute/Hour -> Exploration
3: Days/Months -> Downtime.
What's important to remember is that in real life, we are always in Encounter Mode. But for a game, it would become tedious and unplayable if you tracked the Downtime activity of Retraining on a round by round basis.
I am reminded of a player in PFS1 who told me he resorted to using a sign that said, "I'm checking for traps." The player made this sign because some GMs would frequently not consider the PC was checking for traps unless the player kept insisting this every 5'. Paizo solved this problem by creating Exploration Mode where PCs are stipulated to be taking the same actions repeatedly, without having to constantly inform the GM. PF2 provides the GM with "modes" of play that represent time moving at different rates. To facilitate this Paizo also identifies activities associated with each mode of play.
As an aside, the mode of play does not prevent any activity from occurring by virtue of the mode. Anything you can do in one mode of play is technically possible in any mode of play. But as I said above, there's no point in using Encounter Mode when someone is spending days Retraining.
It's important to understand that at any point during the adventure, regardless of the mode, a player or GM can describe the actions taken with round by round detail. The salient point here is that a GM should feel free to move in and out of the Modes depending on the circumstances. The modes are not intended to be rigid boxes and with abrupt transitions. Moving in and out of modes is dictated by the rate at which you want time to flow in the game.
And then the text for Avoid Notice goes on to say, "If you’re Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to see if the enemies notice you."
You left out the most important part for your questions.
... (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results).
When a PC starts the encounter using Avoid Notice the player rolls a Stealth vs the Perception DC of the NPCs. In other words, the NPCs aren't rolling anything to see if they notice the PC. This is what determines notice. At this point, detection of the PCs has been determine and does not change until the conditions change requiring another Stealth check or the NPCs make take a Seek action.
When you roll Init. The Stealth check previously rolled by the players, is used for the PCs Init score. The NPCs then roll their Init (Perception modifier). None of that changes detection. That's what RAW is telling us when it says "regardless of initiative check result." The Init results do not impact Avoid Notice.
I think what may be confusing you is that you're using examples of Stealth and Perception. The same thing can happen if you're in a social encounter and one side is using Performance to distract an NPC. If combat erupts, the PC using Performance would use their roll as their Init. The NPC would roll Perception. That wouldn't change anything about the Performance.
So it seems strictly by RAW, the "start of an encounter" is when initiative is rolled.
No. Every U.S. stop sign is red. Everything that is red, is not a U.S. stop sign. At the start of a combat encounter, you're typically going to roll Initiative. At a Hazard encounter or a social encounter, you might not roll Initiative. Let me repeat this:
Initiative is rolled when you need to track the order of actions between opposing parties. You don't need to roll Initiative to start an "encounter" if the order of actions is not important. It just so happens that in combat encounters the order of actions is of paramount importance, so you roll Init. But not all encounters require combat.
When a GM calls for Init, by default, that means the GM wants to track actions on a round by round basis, otherwise there isn't really a reason to roll Init. So technically Init doesn't start the encounter, it just signifies to the players that the GM is now moving into Encounter Mode if it hasn't already happened.
Therefore, it would be one Stealth check for the Goblins to see if the PCs notice them when they enter the general area. And then another Stealth Check is rolled for initiative when the GM calls for initiative to be rolled.
No. If you are using Stealth to Avoid Noice, you're only rolling once. That roll counts towards being detected first, and then if Init is rolled while you are still attempting to hide, then you'd use the same roll as your Init score.