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The Stealthy Game A GM Plays With Himself
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<blockquote data-quote="Water Bob" data-source="post: 5856636" data-attributes="member: 92305"><p>To play the stealth rules exactly as written, though, it's kinda hard to do that. EACH character gets a Spot and/or Listen check EACH round.</p><p> </p><p>So, if you've got, let's say, 4 PCs walking down a trail, and you've got some critter--let's call it a panther--stalking them as prey...</p><p> </p><p>That's a heck of a lot of dice rolls that I think will take longer than a few seconds.</p><p> </p><p><span style="color: olive">We're talking EIGHT dice throws (to hear or spot the predator, one per character) everytime there's a chance for the party to hear or see that which follows them.</span></p><p> </p><p><span style="color: olive">AND, these throws aren't normally against a DC but an opposed roll by the critter. So, now we're throwing TEN dice throws, behind the screen, everytime the critter can be spotted or heard.</span></p><p> </p><p><span style="color: olive">That's a lot to manage.</span></p><p> </p><p> </p><p> </p><p> </p><p> </p><p> </p><p>And, this brings up another question. You're not in combat rounds, so how often do you perform the checks? </p><p> </p><p>Spot, I guess you roll anytime the stealthy critter doesn't have 100% cover. Listen, I guess you'd roll anytime the critter moves.</p><p> </p><p>Still, that's a lot of things to manage by the GM.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p></p><p> </p><p>The problem with this is that the character knows the outcome of his roll.</p><p> </p><p>If he rolls poorly, then he's on guard anyway because he knows that if there is something out there, he didn't detect it.</p><p> </p><p>If he rolls well, he can relax knowing with certainty that there's nothing out there because, if there was, his throw would have detected it.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5856636, member: 92305"] To play the stealth rules exactly as written, though, it's kinda hard to do that. EACH character gets a Spot and/or Listen check EACH round. So, if you've got, let's say, 4 PCs walking down a trail, and you've got some critter--let's call it a panther--stalking them as prey... That's a heck of a lot of dice rolls that I think will take longer than a few seconds. [COLOR=olive]We're talking EIGHT dice throws (to hear or spot the predator, one per character) everytime there's a chance for the party to hear or see that which follows them.[/COLOR] [COLOR=olive][/COLOR] [COLOR=olive]AND, these throws aren't normally against a DC but an opposed roll by the critter. So, now we're throwing TEN dice throws, behind the screen, everytime the critter can be spotted or heard.[/COLOR] [COLOR=olive][/COLOR] [COLOR=olive]That's a lot to manage.[/COLOR] And, this brings up another question. You're not in combat rounds, so how often do you perform the checks? Spot, I guess you roll anytime the stealthy critter doesn't have 100% cover. Listen, I guess you'd roll anytime the critter moves. Still, that's a lot of things to manage by the GM. The problem with this is that the character knows the outcome of his roll. If he rolls poorly, then he's on guard anyway because he knows that if there is something out there, he didn't detect it. If he rolls well, he can relax knowing with certainty that there's nothing out there because, if there was, his throw would have detected it. [/QUOTE]
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