Group Stealth Options

Same here, lowest stealth (dwarf paladin in platemail) rolls all others "aid"

My houserule for Aid Another : must roll over the Passive score of the PC skill you try to Aid

ex :
Aid the paladin in Stealth (passive 11) : need 11 to aid
Aid the mage in Arcana (passive 18) : need 18 to aid

Why : makes sense to me, makes it harder for untrained PC to help trained ones (logical) and scales with level (static 10 to beat is pointless at lvl20 imho)
 

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I'd been using an "all players in the lead element roll, any trailing players automatically succeed" mechanic. So if the dwarf in plate mail hangs out behind the three sneaky players, the three sneaky players in the lead are the only ones who break out dice.

Then, I wasn't using Passive Perception as the DC, for each encounter I've been writing my own "Stealth DC", maybe something like this:

Situation: the party is walking down a corridor which opens into a hallway; there is no door.

Stealth DC 12: The lead element of the party reaches the last square of the corridor without alerting the orcs inside. Place the rest of the party in marching formation behind him, and the party have a Surprise round over the orcs, who all have their weapons sheathed.

Stealth DC 8: While the lead element of the party is about 20' away from the room, one of the orcs hears something: the party can hear him call out an alert to the others. Place the party in marching formation beyond, and neither side has a Surprise round.

Stealth DC <= 7: The party's noisy advance has given the orcs plenty of warning. The orcs draw their weapons and try to hide out of sight of the corridor. Place the lead element of the party in the last square of the corridor, with the rest of the party in marching formation behind him. The orcs get a Surprise round. Have the party make an active Perception check against DC 15; those who make the check also participate in the Surprise round.

... I adjust the numbers based on experience and the party makeup.

The idea of changing that to a Skill Challenge is actually pretty interesting .. I may have to toy with that a bit; I particularly like how, for example, a 6 success before 3 failure challenge does allow the not-so-stealthy dwarf to fail without unduly punishing the entire party for it.
 

Also don't forget what lighting the PC are carrying.

If they have a 20by20 bright sunrod, it about the equivalent of football floodlighting. They will light up 20 squares ahead of them, pre-warning anyone, and the 20 squares is outside of the perception of the PCs, so *they* don't know who their tipping off.

Its also not possible to stealth in Bright light (unless you are say behind a box with no LOS).
 



My houserule for Aid Another : must roll over the Passive score of the PC skill you try to Aid

ex :
Aid the paladin in Stealth (passive 11) : need 11 to aid
Aid the mage in Arcana (passive 18) : need 18 to aid

Why : makes sense to me, makes it harder for untrained PC to help trained ones (logical) and scales with level (static 10 to beat is pointless at lvl20 imho)
Well I just had a "well duh!" moment after reading this. Thank you, Fkewl! Quite possibly the most obvious answer to a problem I've had for some time that I now feel rather stupid for not coming up with myself. No more "DC 10 for that Aid Another roll" for my players anymore!
 

I make one of them roll, and use the lowest Stealth in the group.

This works for parties, pairs or individuals :)

The DC is the 11 + best Perception of the enemies.
 

The way I do stealth rolls...

I thought my rules for stealth rolls for a group were somewhere in the real rules, but I guess I just made them up early in 4E and forgot that I made them up...

My rule for stealth rolls:

A minimum of one PC in a group that is trying to be sneaky must roll a stealth roll. That PC must be the PC with the lowest stealth bonus (including situational modifiers). Any PC that has a 'passive stealth' (stealth + 10 + situational modifiers) that can't beat the passive perception of the observer also needs to roll.

If anyone fails one of these checks, the group fails. If we need to determine who failed, everyone sneaking makes a stealth check and the lowest result is the one that made the sound or is seen. In addition, anyone that has a passive stealth (stealth + 10 + situational modifiers) that is not better than the passive perception is also revealed.

Any PC that ventures morte than 4 squares away from a PC that needs to roll is not part of the group and must also roll for themself.

This system works well.

As a side note on aid another: I limit the benefit to the first round of sneaking (meaning the stealth result drops by 2 after the first round) unless the aider has a silent method of continuing to provide guidance.
 

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