I attended a large LARP that was held in a sandstone mine. There wasn't any thunder or anything... just the sounds of combat and people shouting and talking bouncing off the walls was deafening. To the point where you couldn't really tell what the hell was going on.
On the other hand i had been on serval concerts in medival stringholds and air-raid shelters. The sound really dont manage to pass through the thick walls and narrow corriodrs. After two corners or outside of it you hear nothing from the heavy metal and/or Goaparty inside.
@@progressiveDND depending on where you are, there may be several LARP within driving distance!! I highly recommend looking them up. There are national LARPs that have chapters all across the country, or homemade LARPs created by regular 'o people. You should totally do it and it would be great content for you should you choose to talk about it
(Atlanta area for me (Daniel)) there's one that is held on the site of the yearly ren fest, and it would be amazing. Maybe one day I'll work up the nerve, but for now I roll the dice :D
Simply put, my dungeons are either not in caves or are incomprehensibly vast. Sound can't audibly echo off a cave wall if the cave wall is made out of trees or 2 miles away.
Sound is super important. Even more so than scent… but I almost always use bad smells to warn of danger so smell is the one my players watch most. Sound is what they exploit.
Whats always infuriated me about Scent is a lot of monsters have “Keen Smell” which gives advantage on Perception checks that rely on smell. But it never says anywhere about smell distance except for back in 3.5 DnD. The only other unique interaction is having advantage on a check gives a creature a +5 bonus to any passive checks. So a creature like a Troll with darkvision in total darkness could have a 7 Passive Perception for sight but a 17 to smell them. The Troll may actually smell the rogue before they see them.
To me this comes down to a RAW vs RAI. As written someone in a cave 80 feet down would also be able to hear it, but there is no way sound can be heard through 80 feet of pure rock. And if you want to bring logic into it, wouldnt each of the other cave rooms be just as noisy for the goblins inside as they talk among themselves and go about their work?
You hope yes, but if an a 20 ft empty room is the only thing separating you from an army of skeley boys, a sword hitting a shield is going to ring like a church bell.
I know this example is from a low level campaign, but one solution could be... having two mages. One casts the Silence spell on the wolves while the other (remaining outside the silenced area) casts a loud spell like thunderclap inside the area. Now, that very loud spell... makes no noise at all, due b being silenced. But then how does it do damage? Um...... magic? 🤪 Though, I suppose you do then still have the matter of one or both spells... requiring a verbal component, which I suppose is now technically louder than the thunderclap that is going off in the area of Silence. lol
Haha, I love dnd because weird situational ideas like this are born in this space. We as DMs can only hope our players put forth clever ideas like this!
why Verbal, Somatic, and Material compounds in spells get ignored: THEY SUCK! For at table games you could adjust the volume of background noises and if the players talk louder than that noise foes could hear them.
oh have you seen the MCDM RPG video? he specifically touches on his system will not have misses. it's a wild concept to me, but I intend to look at it closer.