| Ched Greyfell |
I feel slow that I haven't got the full grasp of this after 7 months. But I'm going to give a couple of scenarios to make sure I'm getting this right.
1) Fighter walks up to the door. Listens. Hears some orcs on the other side. He decides to kick in the door and bust in on them.
He rolls a 27 for Athletics. The door breaks. It's initiative time. Since his Athletics was 27, that's what he uses for initiative. Orcs roll Perception for theirs as normal.
2) Fighter listens at door, yada yada. Kicks it in. Gets a 27. Door breaks. Now it's time for initiative. He rolls Athletics separately for initiative. Gets a 12 or something. Orcs roll Perception for theirs.
3) Fighter kicks at door. Gets a 12. Door doesn't break. Orcs are alerted. His initiative score is 12 for his Athletics roll. etc etc
Then. Stealth is the one that gets me. A character is surprising somebody (lower-case surprise. As there is no Surprise).
1) Rogue sneaks up on a creature. Gets a 32 Stealth roll. Creature's Perception roll (or passive Perception score) is a 19. Rogue wins. He decides at that point to attack. His initiative is 32 (for his Stealth roll). Creature's initiative is 19. Fight starts.
2) Rogue sneaks up. Wins Stealth roll. Decides to attack. Separate initiative rolls. He uses Stealth. Creature uses Perception.
I tend to think it's #1 because... if they rolled initiative again separately, and the creature won initiative... it doesn't even know anything is happening because it didn't see the rogue in the first place. So the whole situation would necessitate on the Rogue going first. Right?
I've been using the first example in the Athletics case. If the fighter kicks down the door, that's his initiative roll.
Am I right? Wrong? Dumb? Misguided? Sleepy?
| Timeshadow |
| 1 person marked this as a favorite. |
So most times this come down to the difference between exploration mode and encounter mode.
Until the encounter starts you are in exploration mode and the situation is being described by the GM.
As you said your fighter/Rogue is approaching a door and hears the orcs on the other side (you are using the seek exploration activity).
When you are told the situation and decide to enter encounter mode you are given options for initiative.
You roll the appropriate skill for initiative and there you go.
For stealth if you beat the creature's perception DC you are not detected by the creature until you do something that makes you detected.
So if you got a lower initiative than the opponent but were still hidden the opponent depending on the situation will ether do nothing wasting it's turn or if it thinks there is something going on it can take seek actions to try to find you or maybe take defensive actions.
| Joana |
| 2 people marked this as a favorite. |
FunkamusPrime has made a series of YouTube videos walking through various situations in the new ruleset. You might like this one on Initiative and Surprise. It helped me get my mind around it.
| N N 959 |
| 2 people marked this as a favorite. |
Am I right? Wrong? Dumb? Misguided? Sleepy?
In nearly all situations, you can default to Perception on both sides.
Typically, you’ll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check.
It's entirely GM discretion to determine what skills can be rolled for Initiative.
For instance, if you were Avoiding Notice during exploration (page 479), you’d roll a Stealth check. A social encounter could call for a Deception or Diplomacy check.
However, the examples given suggests there should be some standard substitutions i.e. Steath when sneaking.
In your examples with the Fighter, allowing a Athletics check to break down the door is entirely reasonable in examples 1 & 3. Nevertheless, GM would be fully justified in using Perception because you stated the Fighter "Listens" first.
Fighter example 2 would be incorrect. If a you don't use the initial Athletics check as the Init roll, you wouldn't require a second Athletics roll, you'd use Perception.
The Rogue sneaking gets somewhat more confusing. Example 1 for the Rogue is half right. The Rogue's Stealth check is used for the Rogue's Init, but all opposing creatures make a separate Init check (roll).
Example 2 Rogue is like Example 2 Fighter and both are incorrect. If the GM allows a creature to use a skill as part of initiating combat, then that roll is treated as Init.
Now, as rule, I allow the player to decide whether they want to use their skill check or roll a Perception. This way I don't screw over players who might have high Perception, but lower skill modifiers i.e. a Cleric kicking in a door, a Ranger sneaking. Forcing a player to use the skill roll as the Init might have a chilling effect on the use of skills in Exploration mode. However, that works both ways. I would not let a player game the system by entering combat using a skill for which they have a low modifier and then substitute in their Perception. It really is a GM discretion situation in those cases.
| N N 959 |
FunkamusPrime has made a series of YouTube videos walking through various situations in the new ruleset. You might like this one on Initiative and Surprise. It helped me get my mind around it.
This is a fantastic video on explaining the rules. I highly recommend it.
| Ched Greyfell |
| 1 person marked this as a favorite. |
Ched Greyfell wrote:Am I right? Wrong? Dumb? Misguided? Sleepy?In nearly all situations, you can default to Perception on both sides.
Rules p.468 wrote:Typically, you’ll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check.
My confusion wasn't about what to roll for initiative. Using Athletics for initiative I actually got from a Jason B example.
My question was about whether the initiative required a second roll.But I'll check the vids. Thanks.
| N N 959 |
| 1 person marked this as a favorite. |
My question was about whether the initiative required a second roll.
As written, you're asking if Init requires two rolls of the same skill. No. You'd never roll the same skill check twice.
As I read it, as the GM, you can decide to allow a creature's skill check at the start of an encounter as the Initiative roll. If the Fighter is going to use Athletics for Init, then the Fighter only makes one roll, both to open the door and determine Init.
The only time that gets tricky is if someone is using a skill at the start of the encounter, but they don't want to use it as their Initiative check. One of the examples given is the "sucker punch" during a negotiation. The rule book presents Deception as the skill check. But what if a PC is attempting to deceiving the other negotiator, it fails, and the PC just gets angry and wants to punch the other negotiator. Should the PC be forced to use a bad Deception roll? Why couldn't it just be a normal Perception?
What's missing from the rules is a formal discussion of the player's choice in what is used for Init prior to rolling.
| Ched Greyfell |
| 1 person marked this as a favorite. |
Okay. That answers my main question, then. At least about the Athletics example. It's the same roll.
As far as a player rolling poorly and having them use the same roll. For Stealth, I'd say yes. You don't only get to use the same roll if it's good.
But for your Deception example, where he doesn't decide to start a fight until his Deception roll fails, and he's upset about it.
I see your point. Because the fight hasn't started at that point. He decides to start it because of the failed roll.
Maybe have him roll Deception again to see if he can swing before the other guy notices?
That's a tough one.
| Voss |
| 1 person marked this as a favorite. |
What's missing from the rules is a formal discussion of the player's choice in what is used for Init prior to rolling.
That doesn't seem to be missing- it is _never_ the players choice, as quoted above.
Though I don't actually see anything that says that the initiative roll would not be a new, separate roll.
The typical perception check is specifically for initiative, not to spot anything. The example for not using Perception (if you were Avoiding Notice during exploration), simply states you'd roll a Stealth check. Or Deception/Diplomacy if social encounters. None of those skill rolls suggest they do anything but set your initiative number.
| N N 959 |
| 1 person marked this as a favorite. |
Quote:What's missing from the rules is a formal discussion of the player's choice in what is used for Init prior to rolling.That doesn't seem to be missing- it is _never_ the players choice, as quoted above.
You have to be carful when making absolute statements.
If you’re unsure what roll to call for, use Perception. If a different type of roll could make sense for a character, you should usually offer the choice of that roll or Perception and let the player decide.
So it looks like there is a formal discussion of the player getting to choose and that section goes on to discuss players lobbying for skills other than Perception. .
| N N 959 |
As far as a player rolling poorly and having them use the same roll. For Stealth, I'd say yes. You don't only get to use the same roll if it's good.
Right. If both player and GM agree that X skill is will be used for Init, then it applies, regardless of the outcome. But, for example, a 1st level Ranger will often have a Perception modifier much hirer than any Track (Survival) or Stealth Modifier. I shouldn't be penalized if I'm tracking something and it leads us into an encounter. In the games I've played, if I tell the GM I want to track, but will use Perception for an Init check, they've never denied that request so long as I make it before I roll the Survival check.
| Ched Greyfell |
In the games I've played, if I tell the GM I want to track, but will use Perception for an Init check, they've never denied that request so long as I make it before I roll the Survival check.
Oh, absolutely. The point is definitely not to be a jerk or to penalize the player.
Just to not let someone say they want a different skill roll because they rolled low in the first place.| Staffan Johansson |
| 3 people marked this as a favorite. |
Then. Stealth is the one that gets me. A character is surprising somebody (lower-case surprise. As there is no Surprise).
1) Rogue sneaks up on a creature. Gets a 32 Stealth roll. Creature's Perception roll (or passive Perception score) is a 19. Rogue wins. He decides at that point to attack. His initiative is 32 (for his Stealth roll). Creature's initiative is 19. Fight starts.
2) Rogue sneaks up. Wins Stealth roll. Decides to attack. Separate initiative rolls. He uses Stealth. Creature uses Perception.
The GMG actually covers this. While in Exploration mode, the rogue is using Avoid Notice. As they come in close enough contact with the enemy to start being tactical, we switch to Encounter mode, and the rogue uses Stealth for initiative. Presumably, the enemy rolls Perception for theirs. This gives us four different possibilities:
1. Rogue wins initiative and beats the enemy's Perception DC. The rogue goes first, and is unnoticed. The enemy is completely clueless.
2. Rogue rolls poorly and loses initiative and does not beat the enemy's Perception DC. Rogue is spotted and in trouble as the enemy acts first.
3. Rogue rolls poorly, but not as poorly as the enemy. So the rogue wins initiative, but fails to beat Perception DC. He is spotted, but at least gets to act first.
So far, these have all been relatively straight-forward. But this is where it gets a little funky.
4. Rogue loses initiative but beats the enemy's Perception DC. This means that the Rogue is undetected, but not unnoticed. The enemy knows something's up but not what. The enemy can now start moving about and use actions to Seek.
gnoams
|
| 1 person marked this as a favorite. |
So what happens when we throw Terrain Stalker into the mix, so that I'm automatically undetected without having to roll? Am I forced to use my lower bonus Perception for Initiative, or can I roll Stealth for Initiative, and we just ignore the result for Detection purposes?
With terrain stalker you get an automatic success at the Sneak action (and so remain Undetected by the enemy) regardless of what you rolled (so you don't need to roll during exploration), but you would still roll a stealth check to determine initiative since you were using the Avoid Notice exploration activity at the onset of the combat.
| Ched Greyfell |
| 1 person marked this as a favorite. |
3. Rogue rolls poorly, but not as poorly as the enemy. So the rogue wins initiative, but fails to beat Perception DC. He is spotted, but at least gets to act first.
So far, these have all been relatively straight-forward. But this is where it gets a little funky.
4. Rogue loses initiative but beats the enemy's Perception DC. This means that the Rogue is undetected, but not unnoticed. The enemy knows something's up but not what. The enemy can now start moving about and use actions to Seek.
#3 confuses me slightly, so I'll try to see if I can figure out what you mean.
So... rogue rolls poorly on Stealth, and doesn't beat their Perception DC. But their Perception DC isn't their initiative.. just his target number. So they then roll Perception for initiative, but roll lower than the rogue. So, his Stealth was a low number, and he gets spotted as a result, but it's also his initiative result, which is higher than theirs.Am I getting that right?
Jeez louise, I'm sorry to be stirring all this up. I'm just trying to get my head around it and make sure I'm doing it right.
| Sibelius Eos Owm |
| 3 people marked this as a favorite. |
Heh, these corner cases are valuable to work out in full because what should happen is not always intuitive. In short I think you have the right idea. When it comes to starting a fight hidden, the only thing that matters is if you beat their DC.
If mook 5 has a Perception DC of 15 but you only roll 14 on Stealth-Init, you are spotted, BUT if Mook's Initiative roll only comes out to 2, it still spots you but you react faster. This is regardless what skill it happens to be using for Init.
| Ravingdork |
| 1 person marked this as a favorite. |
And how do secret rolls affect this? In theory, the rogue’s initial stealth roll should be secret, so they don’t know whether or not they succeeded at that or what the number is.
Unlike the Hide and Sneak actions, I do not believe the Avoid Notice Exploration Activity has the Secret trait.
| Staffan Johansson |
| 1 person marked this as a favorite. |
#3 confuses me slightly, so I'll try to see if I can figure out what you mean.
So... rogue rolls poorly on Stealth, and doesn't beat their Perception DC. But their Perception DC isn't their initiative.. just his target number. So they then roll Perception for initiative, but roll lower than the rogue. So, his Stealth was a low number, and he gets spotted as a result, but it's also his initiative result, which is higher than theirs.
Am I getting that right?
Exactly. Stealth-roll beats Perception-init, but not Perception-DC. Thus, the rogue is detected but still goes first.
For a rogue in particular, this means they still get to attack flatfooted targets because of the Surprise Strike feature, but if we had a non-rogue they would lose that edge.
| albadeon |
The Stealth vs. Perception example is really the easiest case to comprehend other than the straight-forward everyone sees each other and they all roll Perception for initiative.
Your athletics example is much more messy.
However, similar cases have been discussed at length in other threads on this board with no consensus reached, so I really don't want to go there again...
Just some points to consider:
- If you use Athletics for initiative, is breaking open the door the last thing that happens in exploration mode, or the fighter's first action in encounter mode?
- If it's the former, why even use Athletics, when the door's already gone? Also, if you use the same roll, it would mean the tougher the door, the higher your fighter will be on the initiative order (as, say, a high-DC door can only be broken down by a low-level fighter rolling very high, and if he fails the roll, the door is still there and thus there really is no combat, unless the enemies happen to have the key and have heard and reason to be concerned about the thump against the door). The difference to the stealth example is obviously that the fighter's actions here serve to remove the physical barrier between the two groups, and without that first there cannot be combat.
- If it's the latter, is the fighter required to stick to his announced decision of breaking open the door, once his turn in initiative order comes up? If he can just abandon the idea and walk away, why was he allowed to roll athletics for initiative, and why was there even a roll at all, considering that the triggering event doesn't even happen? However, if he cannot change his mind, he's vastly disadvantaged by having to let everyone know ahead of time, despite noone else in initiative order otherwise ever being required to do so.
But before going there disucssion-wise, check out the other thread(s) and then reconsider... :)
| Sibelius Eos Owm |
| 1 person marked this as a favorite. |
Just some points to consider:
- If you use Athletics for initiative, is breaking open the door the last thing that happens in exploration mode, or the fighter's first action in encounter mode?- If it's the former, why even use Athletics, when the door's already gone? Also, if you use the same roll, it would mean the tougher the door, the higher your fighter will be on the initiative order (as, say, a high-DC door can only be broken down by a low-level fighter rolling very high, and if he fails the roll, the door is still there and thus there really is no combat, unless the enemies happen to have the key and have heard and reason to be concerned about the thump against the door). The difference to the stealth example is obviously that the fighter's actions here serve to remove the physical barrier between the two groups, and without that first there cannot be combat.
- If it's the latter, is the fighter required to stick to his announced decision of breaking open the door, once his turn in initiative order comes up? If he can just abandon the idea and walk away, why was he allowed to roll athletics for initiative, and why was there even a roll at all, considering that the triggering event doesn't even happen? However, if he cannot change his mind, he's vastly disadvantaged by having to let everyone know ahead of time, despite noone else in initiative order otherwise ever being required to do so.
I think Ched mostly has the answers they were looking for by now, but also I feel like it is important to remember that, with few exceptions, an initiative roll is just an initiative roll, regardless which skill your GM allows you to use. In most cases, your initiative roll doesn't even tie to any particular function of skill (though it can)--the example in the book of an Athletics initiative is two opponents squaring off for a wrestling match. Generally the choice of using a skill to roll initiative is an exception when a skill makes as much or more thematic sense as Perception to the circumstances, such as entering into a social combat or tricking your opponent into dropping their guard before attacking.
Stealth is the primary exception because of the Avoid Notice exploration activity, which specifically allows you to use your Initiative (Stealth) roll to double as a Sneak action. No other use of a skill for Initiative explicitly calls for a skill check to double as an initiative roll, though you are free to allow it if you feel appropriate. In the example of kicking down the door I would say the act of (or attempt to) kicking down the door is the last thing before initiative is rolled. To address the points raised (at least from my PoV)
a) You are not forced to use Athletics, but the action that you took to start this combat was thematically Athletic, so you were given the option. Note that if you didn't know the orcs were there I would be a little more hesitant to give that option but others may vary.
b) If you use the same result, it actually wouldn't necessarily mean that tougher doors get you a higher initiative--you will still roll Initiative if you fail to break down the door because both parties have detected the other and an Encounter has been called, even if they can't see each other yet.
c) If we arbitrarily decide the door is locked and that the orcs for some reason don't have a key to their own lair, the Encounter may or may not still happen depending on other circumstances. Encounters are mostly but not exclusively combat-oriented, so initiative may be called even if there is no way (yet) for the opposing forces to engage in combat, but they may take turns at being the one to smash down the door, and nobody gets initiative advantage for finally rolling high enough. On the other hand the orcs may all choose to set themselves up around the room and simply wait behind cover, ready to take reactions when the party manages to break through now that the element of surprise has been lost. If, after the door fails to break, one or both parties decide to pick up and move elsewhere, I'd probably not call for Initiative as even if the door does eventually fall, the actual encounter wouldn't happen until the group that broke the door tracked down the group that moved away.
TL;DR - By RAW the only scenario where your Initiative roll uses any other function of the skill is when Avoiding Notice, so if you are using a skill to enter a combat, you would make a separate initiative roll no different than if you chose to roll Perception for initiative. You may decide just for flair to allow the player's last skill roll before entering combat to double as their initiative result which imho pretty minimal consequences, the majority of which can be covered with the usual guidelines (and confusion) that come with negotiating the transition from Exploration to Encounter.
| N N 959 |
I feel like it is important to remember that, with few exceptions, an initiative roll is just an initiative roll, regardless which skill your GM allows you to use. In most cases, your initiative roll doesn't even tie to any particular function of skill (though it can)
I would generally disagree with and say it is contrary to the stated purpose of the rules--call it soft RAW.
The majority of times that a GM allows a player to use a Skill check for Initiative, it's precisely because they are using that skill in a functional way. Otherwise you roll Perception.
--the example in the book of an Athletics initiative is two opponents squaring off for a wrestling match. Generally the choice of using a skill to roll initiative is an exception when a skill makes as much or more thematic sense as...
Yes. When BOTH parties are doing the same thing, then it makes thematic sense to use that skill. None of my eight PCs in PFS have ever been in a wrestling match....or a Heal match...or a Escape Artist match...or any other direct conflict where both of us are using the same exact skill (Yes, I know those are PF1 skills). But the logic applies to PF2 as well. Athletics is probably the only skill where PC as and NPCs might have a face off.
Stealth is the primary exception because of the Avoid Notice exploration activity, which specifically allows you to use your Initiative (Stealth) roll to double as a Sneak action. No other use of a skill for Initiative explicitly calls for a skill check to double as an initiative roll, though you are free to allow it if you feel appropriate.
This is technically incorrect. The rules explicitly mentioned Deception in social situations. The larger point is PF2 wants to reduce the strangle hold that that Perception checks (aka Wisdom) would otherwise have.
TL;DR - By RAW the only scenario where your Initiative roll uses any other function of the skill is when Avoiding Notice, so if you are using a skill to enter a combat, you would make a separate initiative roll no different than if you chose to roll Perception for initiative.
Again, that is incorrect. By RAW, the GM should look for opportunities to allow the functional skill used to be the Initiative roll. This is intended as an improvement to the Init system.
As a rule, however, I would not automatically require a player trying to Avoid Notice to use Stealth for Initiative. Why? Just because a PC is bad at sneaking doesn't mean that PC is slow to notice or react to others that notice him/her. If the PC were doing it to get into position to attack, then possibly. But if they were just sneaking to go undetected, then probably not. YMMV
| Randy Sivigny |
N N 959 wrote:Ched Greyfell wrote:Am I right? Wrong? Dumb? Misguided? Sleepy?In nearly all situations, you can default to Perception on both sides.
Rules p.468 wrote:Typically, you’ll roll a Perception check to determine your initiative—the more aware you are of your surroundings, the more quickly you can respond. Sometimes, though, the GM might call on you to roll some other type of check.My confusion wasn't about what to roll for initiative. Using Athletics for initiative I actually got from a Jason B example.
My question was about whether the initiative required a second roll.But I'll check the vids. Thanks.
Thank you