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Old 04-04-2009, 01:16 PM   #14
vicky_molokh
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Location: Kyïv, Ukraine
Default Re: The game mechanics for a stealth sneak-up and backstab?..

Quote:
Originally Posted by Crakkerjakk
My problem is that it artificially deflates their skill level. Having them roll several times on a "fail a roll and you're in trouble" task effectively lowers their skill, so for some reason, characters need a higher stealth skill than what the normal bell curve + modifiers would actually suggest. It twists probability such that it's harder to instinctively calculate your chances for success. Rolling once for sneaking right up behind them allows you to tell how close they CAN get before getting caught by looking at their margin of failure. And it only takes one roll.
I like the one-roll solution. I'll also look into DF rules.

But for less abstract games, a system involving all of vision, hearing, smell and possibly the more exotic senses would be neat.
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