Sneaking During Combat - best methods

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strongbif
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Sneaking During Combat - best methods

#1 Postby strongbif » Wed Jun 10, 2009 1:56 am

Howdy folks,

How do we usually handle sneaking around during combat? I imagine Stealth rolls as a free action each round are common...

I don't like making players roll Stealth many times before they are in a position to attack, and I wonder if anyone else does something different.

I imagine it like this:
Player tells the GM where he is sneaking and by what route. GM determines modifiers and the player makes one roll for the whole distance (against 'inactive' opponents if he was hiding all along and the bad guys don't know he's there, otherwise they are 'active'). He then moves at -1 pace (normal pace with a raise), and his Stealth result stands throughout, even if it takes several rounds. For opposed rolls, if the player fails, the GM determines on which round the player is discovered- best to roll this one behind the screen.

If the player wants to backstab someone, his target gets one more opposed roll notice him. If the player wins, the target is at -2 parry; if the player gets a raise, he has the drop on his target. Failure means the target defends normally.

The idea is to reduce it to two Stealth rolls total to sneak up and backstab someone.

So... how would this work with firearms? What happens if the situation changes- a new Stealth roll, or maybe apply new modifiers to the standing result of the first one?
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#2 Postby Harboe » Wed Jun 10, 2009 4:00 am

I'd be hesitant to formalize Stealth rules... if you look at D&D 4th Edition, they re-wrote the Stealth section three or four times before I gave up following their reasoning.

Basically, my idea is that if you've got cover, concealment or the target wouldn't actively be looking for you, you'll get the roll.

Of course, I'm a big fan of "if you spend a Benny, it's alright," so a person could spend a benny to decide why they get a roll.
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#3 Postby islan » Wed Jun 10, 2009 6:44 am

From my understand, a character makes a Stealth check once a round, and opponents roll against that if they are active or if ever he enters within 5" of an opponent. Success at sneaking up on someone grants you The Drop (+4 attack / +4 damage). Hm, but does a backstabbing character get the -2 MAP for both Sneaking and Attacking in the same round, normally?

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#4 Postby ProfMarks » Wed Jun 10, 2009 7:03 am

Asked Clint about the MAP and the answer was no..


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#5 Postby strongbif » Wed Jun 10, 2009 2:09 pm

islan wrote:From my understand, a character makes a Stealth check once a round, and opponents roll against that if they are active or if ever he enters within 5" of an opponent. Success at sneaking up on someone grants you The Drop (+4 attack / +4 damage). Hm, but does a backstabbing character get the -2 MAP for both Sneaking and Attacking in the same round, normally?


I see why it's like that, but it's too many rolls for me. I just want one, but I'm wondering what downsides would come with that...
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#6 Postby Clint » Wed Jun 10, 2009 4:34 pm

To quote myself...

Clint wrote:
fanchergw wrote:Stealth in the skills section has several paragraphs on how to sneak up on someone, but nothing on the benefit of doing so in combat. The Drop seems like an option here, but from the written description doesn't appear to fit.

We ended up saying that successfully sneaking up on someone in combat gives +2 / +2. What's the official stance?


I'd say The Drop. The trick is that Stealth is hard to use in combat. To get The Drop, the target has to be completely unaware of the character.

Now, if the target hasn't seen the character yet, then I'd say a simple opposed Stealth roll would work. But if the target has seen the character beforehand, they will be more wary in combat. In that case, I'd probably require a raise on the Stealth roll to get the Drop.
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