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Old 04-05-2009, 03:04 AM   #21
Crakkerjakk
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Join Date: Sep 2005
Location: Albuquerque, NM
Default Re: The game mechanics for a stealth sneak-up and backstab?..

Quote:
Originally Posted by Ulzgoroth
I'd probably opt for the every turn approach. The longer you're generating suspicious noises and shaking the bushes for, the better the chances of someone noticing you.

Oddity: the noise table in HT has a person 'stalking' only -1 harder to hear than a person walking. A quick contest of stealth is much more variable.
Here's the problem. Guy with Stealth of 16? Normal chance of success ~98%? In order for him to successfully cross 20 yards, he needs to make a Stealth roll 20 times. Not even looking into it being opposed by someone else (I can do the math but I'd have to pull out my stats book) in order for him to silently cross 20 yards he needs to make 20 rolls, at one roll per second, unless he's willing to take that -5 penalty for moving faster. That means that there's about a 2% chance of failing each turn. Over 20 turns, rolling every turn causes that to snowball to 31% chance of failure. The guy with a Stealth of 16 only has a 68.8% chance of crossing that 20 yards silently. Thats the effective skill of 11-12 if we were just using one roll.

I'll try to do the math on what an opposed roll would look like against guys with differing perceptions tomorrow.

Quote:
Originally Posted by Mailanka
I think one roll is sufficient to "get your attack." That seems consistent with the way DF handles it. If you want multiple turns behind someone getting ready (evaluate) or making faces or whatever, I think that should require multiple stealth rolls, but a highly skilled sneak is the kind that can linger right behind someone for minutes on end without discovery. The more mundane people have to take their advantage where they can get it.
Can't you take a step with an evaluate? How close do you have to be in order to be able to take an evaluate? Why does it require more rolls to just step up behind them as opposed to stepping while taking an evaluate maneuver, aside from perceived game balance? I don't see why if a sentry was staring off straight ahead for a half hour someone couldn't simply stand behind him for half an hour without making a noise. I would still make my players actually move towards the sentry, turn by turn, and if they were competent sentries they would be walking a post, moving instead of simply standing in one place and looking in one direction. They might have to be fairly imaginative to actually close distance with a moving sentry (since they're probably both moving the same speed) but if you have just a guy sitting at a desk reading a playboy, it doesn't take any special skill to sneak up behind him without him hearing, or stay there for an extensive period of time without making a noise.
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