| draxar |
I've got a player who seems to think he should get full effectiveness of Scent through doors unless they're specifically. Or at very least the 'downwind' effect of 15 feet. To me, it feels like an expansion of what the ability allows - there's rules for listening at a door (or even through walls) to hear people, but nothing similar for scent.
I'd let Scent apply as normal through, say, a cell door made of bars, and likely 'downwind' through one with a barred opening, a well made closed door? I might give you 5 feet through it - so you can be aware of someone standing right the other side of it, but not really otherwise.
Has anyone else run into this? I do tend more towards "If it doesn't say you can, then you probably can't." than a more permissive approach, and the player is already playing a paranoid character who slows things down with the number of perception rolls he makes checking for traps (despite having trap spotter), so giving him something more to do that with? I'm not fond of.
| Kasoh |
I'd halve the effectiveness for large barriers, but animals can track people through doors now. If its not airtight, then scent will travel through it.
What you probably need to do is talk to the player about how they are slowing down the game with their paranoid searching and find some sort of compromise to speed of play and the player's desire to be prepared.
| draxar |
Tracking through doors is fine; that's a scent tracking roll that happens at a different speed, and is subject to a great deal more vaguery - it'll get a mishmash of whether people were in the next room as well as whether they are depending on what he rolls. And other factors will feed in.
As opposed to the Scent "There is someone within 30/15 feet. Done."