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Untrained/trained Skills....Noooo!
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<blockquote data-quote="Celebrim" data-source="post: 3812500" data-attributes="member: 4937"><p>That situation isn't going to change if you adopt the SWSE skill rules. Far more extensive changes to the rules would be required, starting with making D&D a dice pool system like WE Star Wars, WoD ect. And even then, it doesn't stop the fact that one is better at sneaking than many, it just mitigates the risk to the point where you might consider it.</p><p></p><p>Suppose you have 5 characters, one of which (trained) has a 95% chance of sneaking through the camp, the rest have (untrained) a 70% chance. The odds that the party of five get through the camp without being noticed is less than 23%. And realistically, matters are even worse, because in reality a prolonged operation is going to involve multiple skill checks. The four guys with 70% chance of success are a liability, not an asset. </p><p></p><p>If there was a reasonable chance that the party of 5 could handle whatever challenges result from failing the sneak test, then its likely that pure stealth isn't the best option.</p><p></p><p></p><p></p><p>Oh good grief. How many times do I have to say this? RPG's are not movies. They are not novels. They are not comic books. They are RPG's. They inherently work according to different rules, namely <em>that they work by rules</em>.</p><p></p><p></p><p></p><p>No, that wouldn't have been a better sequence. But so what? It's a movie. The protagonists are protected by the power of plot and can essentially do anything. It doesn't have to make sense. It doesn't have to follow any sort of rules. It doesn't have to have an actual map, or continuity, or logic. It only has to look good. 'It worked differently in the movies' is not a very strong argument. It's even a less strong argument than 'It works differently in real life', and frankly I don't know how it works in real life exactly but I do know that scouting missions are usually undertaken by very small groups (often as few as two). Frankly, I think that one of the principle reasons that recon missions aren't undertaken in real life solo has nothing to do with stealth, and everything to do with facing/range of vision. So, if you want to bring back facing to the D&D rules and get some rules for perception arcs, feel free, but keep in mind that emmulating realism isn't necessarily any more likely to make a fun game than emmulating movies is (when either is even possible).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3812500, member: 4937"] That situation isn't going to change if you adopt the SWSE skill rules. Far more extensive changes to the rules would be required, starting with making D&D a dice pool system like WE Star Wars, WoD ect. And even then, it doesn't stop the fact that one is better at sneaking than many, it just mitigates the risk to the point where you might consider it. Suppose you have 5 characters, one of which (trained) has a 95% chance of sneaking through the camp, the rest have (untrained) a 70% chance. The odds that the party of five get through the camp without being noticed is less than 23%. And realistically, matters are even worse, because in reality a prolonged operation is going to involve multiple skill checks. The four guys with 70% chance of success are a liability, not an asset. If there was a reasonable chance that the party of 5 could handle whatever challenges result from failing the sneak test, then its likely that pure stealth isn't the best option. Oh good grief. How many times do I have to say this? RPG's are not movies. They are not novels. They are not comic books. They are RPG's. They inherently work according to different rules, namely [i]that they work by rules[/i]. No, that wouldn't have been a better sequence. But so what? It's a movie. The protagonists are protected by the power of plot and can essentially do anything. It doesn't have to make sense. It doesn't have to follow any sort of rules. It doesn't have to have an actual map, or continuity, or logic. It only has to look good. 'It worked differently in the movies' is not a very strong argument. It's even a less strong argument than 'It works differently in real life', and frankly I don't know how it works in real life exactly but I do know that scouting missions are usually undertaken by very small groups (often as few as two). Frankly, I think that one of the principle reasons that recon missions aren't undertaken in real life solo has nothing to do with stealth, and everything to do with facing/range of vision. So, if you want to bring back facing to the D&D rules and get some rules for perception arcs, feel free, but keep in mind that emmulating realism isn't necessarily any more likely to make a fun game than emmulating movies is (when either is even possible). [/QUOTE]
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