D&D 5E New Rule of Three is up for 31 Jan. 2014

Except that is the conclusion of group checks. Why should one party member being bad at stealth mean that all party members get spotted? No, just because the clumsy knight gets seen or heard by the enemy it doesn't mean that they automatically know were StealthyMcHalfling is, or that he is even there, giving him the chance of ambushing them or fleeing without much trouble. All this is impossible with group checks as there the group in indeed one big hive being.

The same reason that a party that wants to travel together moves the rate of its slowest member. Stealth is about avoiding notice. If you are stealthy and are walking right beside a big lumbering dude in armor who isn't and catch the attention of someone, then you are going to be noticed under that kind of scrutiny.

Stealth 101: avoid being right next to the guy that is making all the noise. Split up and put enough distance between the stealthy guys and the loud ones.
 

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[MENTION=42582]pemerton[/MENTION] That's a good description of the idea. I think one of the differences between a "you failed your Stealth check, you get caught with your pants down" DMing approach and a fail forward DMing approach is the focus on the overall goal of the PCs rather than the micro task resolution. The other major difference is the idea of "degrees of success".

To illustrate an example of how I'd handle a party of 5 PCs sneaking past bugbears...

0. Decide whether this is the focus of the adventure (make it a more involved challenge) or it is just one scene in the adventure (make it a single check if 1 PC or group check if all PCs). Let's say it's just a scene involving all the PCs...

1. Make a group Stealth check against a set DC. But do so sequentially, not all at once, so you can respond to the strategy/roll of each player and present interesting choices/complications as they go.

As a side note: it is very possible that some of the PCs may try other tactics besides Stealth, I'm just simplifying for this example.

2. For the first three failed checks introduce a complication, a "fail forward", or the DM makes a "soft move." This would be like the example I gave of a prisoner hearing the PCs and pleading for help. The idea is to give the players a chance to prevent the situation from getting worse; but that if they really blow it or ignore it entirely then they are going to get caught, period.

I choose three because it felt right for the group size and given that there are usually only 1-2 folks trained in Stealth in any D&D party.

3. If four checks are failed, the PCs are flat out caught. Or whatever the failure condition is the DM decides upon; could be the bugbears execute the prisoners, trigger an alarm or trap, or become stealthy themselves and try to ambush the PCs or move the prisoners.

It's very much a mash-up of 4e skill challenge/group checks with Dungeon World. But when I think about what would make for the most satisfying way to resolve the stealth check for DM and players both.
 

One high-level thing that I don't see in a lot of these examples is the distinction between a baddie that's standing watch and a baddie that's not. I normally don't require any kind of check to sneak past a humanoid that's not got any reason to be alert. Of course, most humanoids post guards for exactly this reason...

I really want "send out the stealthy characters to quietly silence the guards so the rest of the group can sneak past" to be encouraged out-of-the-box in DDN.
 

One high-level thing that I don't see in a lot of these examples is the distinction between a baddie that's standing watch and a baddie that's not. I normally don't require any kind of check to sneak past a humanoid that's not got any reason to be alert. Of course, most humanoids post guards for exactly this reason...

I really want "send out the stealthy characters to quietly silence the guards so the rest of the group can sneak past" to be encouraged out-of-the-box in DDN.

Yes. And the rules for standing watch need to be the same for PCs or NPCs. The current packet describes PC rules and NPCs rules, when in reality they are just the rules for moving versus stationary sides of the encounter. That is how they need to be defined, because PCs do things like...oh I don't know, make camp and stand watch, just as much as NPCs do.
 

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