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Slicing throats?
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<blockquote data-quote="EP" data-source="post: 5462723" data-attributes="member: 41744"><p>Exactly. It takes a co-ordinated effort and everyone has to succeed - putting the rounds it takes for every character, including slow ones, means you could be needlessly extending an encounter by 4 or 5 rounds. It needs a few adjustments if you want to truly experience stealth combat. </p><p></p><p>Using nothing but minions can become boring (my own players have found this after extensive playtesting). A hit can still deal weak damage and leave any option to fail (cause it's boring when you always win, then your DM won't allow it anymore). A target hit by a stealth attack with a few hit points adds a little tension to the encounter and if the target lives, it only has a fraction of it's normal hut points - this makes your successful Stealth checks worth something rather than waste them on one poor roll. </p><p></p><p>I've found it easier to simply devise a unique encounter type specifically designed to make stealth combat work. Working within the confines of regular combat rules is counter-intuitive; regular combat was designed to be brazen and explosive performances of power. By making a new encounter type - stealth encounters - you can create something with the flow if combat and the versatility of skill challenges that still takes as long as regular combat. I've been using this for over a year now and (sorry to brag), it works quite well.</p></blockquote><p></p>
[QUOTE="EP, post: 5462723, member: 41744"] Exactly. It takes a co-ordinated effort and everyone has to succeed - putting the rounds it takes for every character, including slow ones, means you could be needlessly extending an encounter by 4 or 5 rounds. It needs a few adjustments if you want to truly experience stealth combat. Using nothing but minions can become boring (my own players have found this after extensive playtesting). A hit can still deal weak damage and leave any option to fail (cause it's boring when you always win, then your DM won't allow it anymore). A target hit by a stealth attack with a few hit points adds a little tension to the encounter and if the target lives, it only has a fraction of it's normal hut points - this makes your successful Stealth checks worth something rather than waste them on one poor roll. I've found it easier to simply devise a unique encounter type specifically designed to make stealth combat work. Working within the confines of regular combat rules is counter-intuitive; regular combat was designed to be brazen and explosive performances of power. By making a new encounter type - stealth encounters - you can create something with the flow if combat and the versatility of skill challenges that still takes as long as regular combat. I've been using this for over a year now and (sorry to brag), it works quite well. [/QUOTE]
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