|
Post by calmskeleton on May 29, 2017 10:23:07 GMT -8
I'm curious on to how others are handling the stealth skill.
The way I am handling it for standard encounters mobile is that the faction who wins initiative can enter stealth should they wish as they noticed the other faction first. Or you can enter stealth and wait for an encounter (allowing players to make ambushes) but I am unsure if the players would get a proper initiative bonus or get to choose when initiative is rolled by deciding to attack from stealth. The reasoning behind this is that if some more stealth based predator wins initiative (such as the hell cougar) it appears MUCH closer to the party implying that it snuck up on the players or was already hiding. And monsters such as the Ziagota which say "they are hard to sneak up on" get a bonus to initiative.
There might be special circumstances for this, such as sneaking up on a fortified position, where perhaps if someone approaches a guarded fortress initiative is rolled and if the fortress defenders win they either spot the sneaking characters/faction or force the sneaking character/faction to make a stealth check again.
Anyway I'm curious to hear your thoughts.
Thank you for your time.
|
|
|
Stealth
May 29, 2017 15:55:17 GMT -8
Post by timberriault on May 29, 2017 15:55:17 GMT -8
We seem to be of a similar mind of this, as I also do just about the same.
Usually I roll the distance of the encounter first, consider the terrain and move onto what will be the most interesting in the narrative.
For example,
Random Encounter, Western Ramps, Raiders x12, 250m.
Me: You've just negotiated a bend in the road, the western ramps loom ahead a known and popular ambush point for the several snaking roads and towering concrete edifices of a long dead age. The cart you've brought with you can't easily be disguised, the churning wheels banging off the uneven ground would have been spotted a kilometer away, if not heard. You have the option to dismount now and disperse among the debris, making slow work forward, or sending a scout ahead to look for the presence of an ambush.
At this time the players usually select a scout or two, these players roll their stealth and move into the ambush site. I don't roll the raiders stealth, I ask for a perception type C from the players to spot the raiders hidden in the ruins, laying in wait. If their successful they can discern the raiders locations, along with any prepared traps before sneaking back to their allies and determining what to do from there.
I try to rely on the players skill rolls and checks and just assume the enemy has been able to move to their current location undiscovered for a time, but like with the Hell Cougar that gets up close, the initiative winner if the cougar gets all the benefits of hitting a target that is unaware they are about to be attacked. You'll usually only have this happen in swamps or forests, and even then at night with the severely limited vision each provides.
|
|
|
Stealth
May 30, 2017 10:56:28 GMT -8
Post by calmskeleton on May 30, 2017 10:56:28 GMT -8
That makes sense. Just make whatever test for noticing the enemy in hiding that seems appropriate. But what would you say would be the best way to handle stealth such as some unique characters in the Crossroads Regions book such as Margaret O'Finny who has a whopping 4 points in stealth. My initial thought
|
|
|
Post by calmskeleton on May 30, 2017 10:59:44 GMT -8
(Accidentally hit post, sorry I am on mobile)
But my initial thought was to move the test four points from A (so a type E test) with some variance naturally on the situation but I wasn't totally sure.
|
|
|
Stealth
May 31, 2017 4:18:05 GMT -8
Post by timberriault on May 31, 2017 4:18:05 GMT -8
I think that's a great idea and I'm stealing it!
|
|