Slicing throats?

Just to expand on the "then he's a minion" talk - I'd say in this case, it would be perfectly appropriate to treat them as a minion if the attack succeeds, and a full monster if it fails and they're alerted. That way if the sneak attack fails there can be a dramatic duel to try and prevent them from running for help, instead of just another attack and he's dead. (Or you might prefer to say that if you fail, he uses his one round to make a single attack and sound the alarm, and on the PC's second attack he dies but the damage is done - all depends on what's more dramatically appropriate for the game.)
 

log in or register to remove this ad

Just to expand on the "then he's a minion" talk - I'd say in this case, it would be perfectly appropriate to treat them as a minion if the attack succeeds, and a full monster if it fails and they're alerted. That way if the sneak attack fails there can be a dramatic duel to try and prevent them from running for help, instead of just another attack and he's dead. (Or you might prefer to say that if you fail, he uses his one round to make a single attack and sound the alarm, and on the PC's second attack he dies but the damage is done - all depends on what's more dramatically appropriate for the game.)

There's an interesting idea: "conditional minions."
 

.....Did anyone mention using coup-de-grace rules for a non-minion sentry? The idea is you're setting up a lethal strike, just as you could against a helpless enemey. So throat slittings would be an auto-crit on a hit and instant death on damage greater than bloodied value.....makes sense to me....
 

Yes and I would recommend it, I use it...

...

Thanks! But we're working on a little more than that.

"Break & Enter" is an upcoming project we're working on where you can have an entire encounter built around the idea of sneaking up on the guards and slitting their throats. It's still in the design phase at the moment, but playtesting is going quite well. We're aiming for a March/April 2010 release.
 

The PCs best stealthie has crept up to the mercenary camp. The lone sentry prods the campfire with a stick, trying to bring life to the fading coals. The PC slowly makes his way behind the sentry, drawing a knife. One hand reaches across the sentry's mouth and before any muffled noise can be make, the PC pulls the blade across the guard's throat and guides the lifeless body to the ground without a sound.

Right, so the guard is a Minion until he notices the hero. Sounds like a great way to run the encounter.

Alterantively, as part of the Skill Challenge of sneaking into the camp, the PC makes enough successful Stealth checks to creep up on and kill the patrolling guard.

Either way, it works fine and by the rules.
 

I like the conditional minion idea. You could expand it to be the outcome of a Skill Challenge. If successful, one of the players auto-kills a minion, and they accomplish whatever goal they are aiming for.

If they failed the Skill Challenge, one of the players strikes what they think is a minion, but the target stands up, throws off his cloak, and reveals himself to be the big bad!
 

Thanks! But we're working on a little more than that.

"Break & Enter" is an upcoming project we're working on where you can have an entire encounter built around the idea of sneaking up on the guards and slitting their throats. It's still in the design phase at the moment, but playtesting is going quite well. We're aiming for a March/April 2010 release.

Man, that would be a very cool type of encounter! I'd enjoy seeing that in practice. Though, I'd hate being the noisy defender who blows the encounter for everyone! :p
 

Man, that would be a very cool type of encounter! I'd enjoy seeing that in practice. Though, I'd hate being the noisy defender who blows the encounter for everyone! :p

Way ahead of you. One of the first things we've tackled (and by we, I mean Tim Rose) are alternate skill uses providing those with training in skills such as Stealth to boost others who aren't even close to being trained. So a rogue could silence your armor (at the cost of an AC penalty) or lead the party in a Stealth check.

We should have some previews up by January once playtesting comes back and revisions are made but they're going well so far.
 

Way ahead of you. One of the first things we've tackled (and by we, I mean Tim Rose) are alternate skill uses providing those with training in skills such as Stealth to boost others who aren't even close to being trained. So a rogue could silence your armor (at the cost of an AC penalty) or lead the party in a Stealth check.

We should have some previews up by January once playtesting comes back and revisions are made but they're going well so far.

Awesome. That was one of the concerns I had. Most DM's and groups wouldn't want to take the time to give the stealth-guy in the party solo-airtime while the rest twiddled their thumbs. Granted, I should have figured professionals would have thought of this and come up with a way around it.

Looking forward to seeing the previews!
 

Way ahead of you. One of the first things we've tackled (and by we, I mean Tim Rose) are alternate skill uses providing those with training in skills such as Stealth to boost others who aren't even close to being trained. So a rogue could silence your armor (at the cost of an AC penalty) or lead the party in a Stealth check.

We should have some previews up by January once playtesting comes back and revisions are made but they're going well so far.

That sounds awesome!
 

Remove ads

Top