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How to skill check (and why 5e got stealth wrong)
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<blockquote data-quote="Kinematics" data-source="post: 7803222" data-attributes="member: 6932123"><p>For the orc encampment stealth scenario, I'd use a decaying effect, dropping the rogue's stealth check by 1 point for every minute or two it takes him to work through the encampment. I'd still use FrogReaver's notes about the overall difficulty of the camp, rather than the PP of an orc, since that's what the stealth check is really against. </p><p></p><p>Maybe the camp difficulty is 19, and the rogue rolled a 25 for stealth. Rather than a complete win, that would be worth about 10 minutes' of sneaking, with near-misses happening as the effective stealth drops to 21, then 20. How close is he to his goal? Is he close enough to try to rush through on his existing roll, or does he want to take the chance at making another roll, which might make the rest of the trip a breeze, or might have him run headlong into an orc commander?</p><p></p><p>The single roll having a fixed effect kind of prevents that. If you roll badly at the start, you're caught at the edge of the encampment, and probably just run away and try again later. No real risk. If you succeed, you get through the camp without further issues, which is kind of boring. If you start rolling even a handful of dice for the orcs in the camp, probability makes the entire exercise futile, which robs the game of the fun of trying.</p><p></p><p>The decay effect seems a nice compromise all around. The player doesn't know the camp's DC, so doesn't know how long any given roll will last him. If he rolls well, he wants to milk that roll as far as he can, but if he tries to milk <em>too</em> much from it, it's worse than the risk of another stealth check. There's a challenge that's associated with the dice that isn't completely bound by the dice; you're kind of playing chicken with the DM. And depending on how close the rogue wants to cut things, his actions might raise the general wariness of the camp or have other side effects.</p></blockquote><p></p>
[QUOTE="Kinematics, post: 7803222, member: 6932123"] For the orc encampment stealth scenario, I'd use a decaying effect, dropping the rogue's stealth check by 1 point for every minute or two it takes him to work through the encampment. I'd still use FrogReaver's notes about the overall difficulty of the camp, rather than the PP of an orc, since that's what the stealth check is really against. Maybe the camp difficulty is 19, and the rogue rolled a 25 for stealth. Rather than a complete win, that would be worth about 10 minutes' of sneaking, with near-misses happening as the effective stealth drops to 21, then 20. How close is he to his goal? Is he close enough to try to rush through on his existing roll, or does he want to take the chance at making another roll, which might make the rest of the trip a breeze, or might have him run headlong into an orc commander? The single roll having a fixed effect kind of prevents that. If you roll badly at the start, you're caught at the edge of the encampment, and probably just run away and try again later. No real risk. If you succeed, you get through the camp without further issues, which is kind of boring. If you start rolling even a handful of dice for the orcs in the camp, probability makes the entire exercise futile, which robs the game of the fun of trying. The decay effect seems a nice compromise all around. The player doesn't know the camp's DC, so doesn't know how long any given roll will last him. If he rolls well, he wants to milk that roll as far as he can, but if he tries to milk [I]too[/I] much from it, it's worse than the risk of another stealth check. There's a challenge that's associated with the dice that isn't completely bound by the dice; you're kind of playing chicken with the DM. And depending on how close the rogue wants to cut things, his actions might raise the general wariness of the camp or have other side effects. [/QUOTE]
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