Concealment
Concealment er en tilsløring af et væsen eller objekt, der forhindrer andre i at opdage svage punkter under angreb, eller helt forhindrer i at se væsenet eller objektet.
Der findes to typer concealment:
- Partial Concealment betyder at man har svært ved at se fjenden.
- Man har disadvantage på angreb mod fjender der har partial concealment.
- Det opnås fx af let tåge eller Warlock-featuren Shadow Walk.
- Det ignoreres af fx en Sharpshooter Ranger imod eget Quarry, eller af en person med featet Totem Expertise der bruger et Totem som implement.
- Det ignoreres desuden hvis man har blindsight, tremorsense eller truesight, eller i nærkamp med featet Blindfighting Warrior.
- Partial Concealment er nok til at opretholdte Hidden, men ikke nok til at gemme sig til at begynde med.
- Hvis en regel nævner Concealment uden at specificere "alle slags concealment" eller "total concealment", betyder det generelt "partial concealment".
- Total Concealment betyder at man har meget svært ved at se fjenden.
- Man har disadvantage på angreb mod fjender der har total concealment.
- Det opnås fx af tung tåge eller af at være Invisible.
- Det ignoreres hvis man har blindsight, tremorsense eller truesight, eller i nærkamp med featet Blindfighting Warrior.
- Hvis man afslutter en bevægelse og har Total Concealment, kan man vælge at slå et Stealth check for at blive Hidden. Man har disadvantage på dette slag hvis man bevægede sig mere end 2 felter under denne bevægelse.
Obscured
Hvis et felt er Obscured, giver det væsener og objekter i feltet en vis grad af Concealment.
Der findes tre typer obscured:
- Lightly Obscured giver alt i feltet Partial Concealment.
- Moderately Obscured giver alt i feltet Total Concealment. Hvis man er inden for 5 felter, tæller det i stedet som Partial Concealment.
- Intet i reglerne nævner Moderately Obscured specifikt - det er noget jeg selv har fundet på som et midtpunkt mellem Lightly og Heavily Obscured.
- Det giver ikke mening at der kun findes to slags tåge - én hvor man kan se "halvdårligt" så langt øjet rækker, og en anden hvor man kun kan se "halvdårligt" så langt armen rækker. Derfor har jeg introduceret denne type obscured.
- Tågerne på Pluton varierer mellem Moderately Obscured, Heavily Obscured, og en variant der er lidt mere tilgivende hvor rækkevidden af Moderately Obscured først begynder 5 felter væk fra en selv.
- Heavily Obscured giver alt i feltet Total Concealment. Hvis man er inden for 1 felt, tæller det i stedet som Partial Concealment.
Invisible
Hvis noget er Invisible, kan det ikke ses. Det kan stadig opdages på andre måder - lyd, lugt og luftstrømninger, samt vibrationer eller fodspor kan alle afsløre noget usynligt.
Invisible giver følgende fordele over for væsener som ikke kan se det usynlige:
- Man har Total Concealment.
- Man har Combat Advantage (hvis man selv kan se sin fjende).
- Man provokerer ikke Opportunity Attacks.
Usynlige objekter: Et usynligt objekt er automatisk Hidden (hvilket betyder at ingen ved hvor det er), og vil ofte kræve et Perception check for at blive fundet. Fx kan man måske høre et usynligt ur tikke idet man begiver sig ind i et lokale, men det vil kræve et Perception check at finde frem til uret selv. En let måde at finde usynlige objekter kan desuden være at dække dem med farvet materiale - fx pulver eller maling.
Combat Advantage og Opportunity Attacks
En kort note: For at have Combat Advantage eller lave Opportunity Attacks, skal man kunne se sin fjende med en af sine sanser - fx normalt syn, low-light vision, darkvision, blindsight, tremorsense eller truesight. Blinde væsener har som regel blindsight eller tremorsense, der stadig tillader dem at "se" andre væsener regelteknisk - dette gælder også for fx teleportation.
Selv hvis man ignorerer Total Concealment med sine angreb, kan man ikke have combat advantage eller lave opportunity attacks mod noget man ikke kan se.
Sanser
Der findes tre normale sanser, tre begrænsede sanser, og to "sanser" som ikke fungerer spilteknisk på samme måde som resten.
Normale sanser:
- Normalt syn er default hvad reglerne angår. Man kan kun se tydeligt i bright light, har disadvantage på Perception i dim light og darkness, og har desuden disadvantage på attack rolls i darkness. Eftersom man ikke kan se i mørke, giver man combat advantage over for fjender i mørket som kan se én, og man kan hverken få combat advantage eller lave opportunity attacks mod noget som er i mørket.
- Low-light vision ignorerer disadvantage på Perception checks i dim light.
- Darkvision ignorerer disadvantage på Perception og attack rolls i darkness. Man kan nu se i mørke, hvilket betyder at man kan få combat advantage og lave opportunity attacks mod ting i mørket. Man giver heller ikke længere combat advantage over for ting i mørket, som godt kan se én - man er nemlig på lige fod med mange af disse væsener hvad syn angår!
Begrænsede sanser:
- Tremorsense har for det meste en radius, og giver mulighed for at "se" (spilteknisk) alt som er forbundet med jorden inden for den radius. Generelt ignoreres illusioner og concealment af alle typer, eftersom de ikke berører jorden. Dette ignorerer altså Blinded-conditionen inden for radiussen, hvis det man er Blinded "overfor" er i kontakt med jorden.
- Blindsight har for det meste en radius, og gør at man spilteknisk kan "se" inden for den radius uanset illusioner, concealment og så videre. Et godt eksempel på blindsight inden for populær kultur kan være Daredevil - men der kan være mange historiemæssige årsager til at opnå blindsight, og de har ikke alle at gøre med lyd. Dette ignorerer altså Blinded-conditionen inden for radiussen.
- Truesight har for det meste en radius, og betyder at man kan se igennem illusioner, concealment etc. inden for den radius - men kun hvis man kan se i det hele taget. Blinded-conditionen virker altså fint mod truesight.
"Sanser":
- Blinde væsener er immune over for Blinded-conditionen og Gaze-angreb. De har for det meste en ekstra sans såsom tremorsense eller blindsight - ellers er de stadig spilteknisk Blinded over for alle væsener!
- All-around vision gør at man ikke giver combat advantage hvis man bliver flanked.
Stealth og Hidden
Den korte version: Hvis man afslutter en bevægelse med Total Concealment eller Superior Cover, kan man slå et Stealth Check for at blive Hidden. Når man er Hidden, tæller man som Invisible og Silent indtil man opdages. Hvis et væsens aktive eller passive Percption slår ens eget Stealth check, er man ikke længere Hidden over for det væsen.
Den lange version:
STEALTH (DEXTERITY)
Armor Check Penalty
Creatures use the Stealth skill to conceal themselves from enemies, slink past guards, slip away without being noticed, and sneak up on others without being detected.
Creatures use the Stealth skill to conceal themselves from enemies, slink past guards, slip away without being noticed, and sneak up on others without being detected.
Action: The check is usually at the end of a move action, but it can be at the end of any of the creature’s actions that involve the creature moving.
Opposed Check: Against the passive Perception of each target creature present. If the creature moves more than 2 squares during the action, it takes a -5 penalty to the Stealth check. If the creature runs, the penalty is -10.
A creature can make a Stealth check against a target only if the creature has superior cover or total concealment against that target or if the creature is outside the target’s line of sight. Outside combat, the DM might allow a creature to make a Stealth check against a distracted target, even if the creature doesn’t have superior cover or total concealment and isn’t outside the target’s line of sight. The target might be focused on something in a different direction, allowing the creature to sneak around it.
Success: The creature becomes hidden from the target. Being hidden means being silent and invisible (see “Invisibility").
Remaining Hidden: The creature remains hidden as long as it meets these requirements.
Also, if an enemy tries to enter the creature’s space, the creature doesn’t remain hidden from that enemy.
Example: After shooting a goblin with her crossbow, Keira uses acrobatic maneuver to move 4 squares through a doorway into an adjacent room. From her new position, the goblin does not have line of sight to her, so she can make a Stealth check to become hidden as part of the movement of her acrobatic maneuver. Because she moved more than 2 squares, though, she takes a -5 penalty to her Stealth check. She rolls a 12, adds her Stealth check modifier (+9) and subtracts the penalty for movement for a result of 16. Her check result is higher than the goblin’s passive Perception of 13, so she is hidden from it. The goblin moves during its turn, but Keira still has partial cover from it even after the goblin’s movement, so she remains hidden. During her next turn, Keira uses a rogue power that allows her to move 2 squares before her attack. She moves 2 squares out into the open to get a clear shot and then shoots the goblin. Because her movement and attack are both part of the action that causes her to be no longer hidden, she retains the benefit of being hidden until after the attack is resolved. She gains combat advantage and deals her Sneak Attack damage to the goblin. Keira can then use her move action to find a new position from which to make a Stealth check to become hidden again.
Opposed Check: Against the passive Perception of each target creature present. If the creature moves more than 2 squares during the action, it takes a -5 penalty to the Stealth check. If the creature runs, the penalty is -10.
A creature can make a Stealth check against a target only if the creature has superior cover or total concealment against that target or if the creature is outside the target’s line of sight. Outside combat, the DM might allow a creature to make a Stealth check against a distracted target, even if the creature doesn’t have superior cover or total concealment and isn’t outside the target’s line of sight. The target might be focused on something in a different direction, allowing the creature to sneak around it.
Success: The creature becomes hidden from the target. Being hidden means being silent and invisible (see “Invisibility").
Remaining Hidden: The creature remains hidden as long as it meets these requirements.
- Keep out of Sight: If the creature no longer has any cover or concealment from a target, it doesn’t remain hidden from the target. The creature doesn’t need superior cover, total concealment, or to stay outside line of sight, but it at least needs partial cover or partial concealment from a target to remain hidden. A hidden creature can’t use another creature as cover to remain hidden.
- Keep Quiet: If the creature speaks louder than a whisper or otherwise draws attention to itself with a noise, it doesn’t remain hidden from any creature that can hear it.
- Keep Still: If the creature moves more than 2 squares during an action, it must make a Stealth check to remain hidden, with a -5 penalty, or a -10 penalty if the creature runs. If any creature’s passive Perception beats the check result, it doesn’t remain hidden from that creature.
- Don’t Attack: If the creature makes an attack, it doesn’t remain hidden.
Also, if an enemy tries to enter the creature’s space, the creature doesn’t remain hidden from that enemy.
Example: After shooting a goblin with her crossbow, Keira uses acrobatic maneuver to move 4 squares through a doorway into an adjacent room. From her new position, the goblin does not have line of sight to her, so she can make a Stealth check to become hidden as part of the movement of her acrobatic maneuver. Because she moved more than 2 squares, though, she takes a -5 penalty to her Stealth check. She rolls a 12, adds her Stealth check modifier (+9) and subtracts the penalty for movement for a result of 16. Her check result is higher than the goblin’s passive Perception of 13, so she is hidden from it. The goblin moves during its turn, but Keira still has partial cover from it even after the goblin’s movement, so she remains hidden. During her next turn, Keira uses a rogue power that allows her to move 2 squares before her attack. She moves 2 squares out into the open to get a clear shot and then shoots the goblin. Because her movement and attack are both part of the action that causes her to be no longer hidden, she retains the benefit of being hidden until after the attack is resolved. She gains combat advantage and deals her Sneak Attack damage to the goblin. Keira can then use her move action to find a new position from which to make a Stealth check to become hidden again.
Ingen kommentarer:
Send en kommentar