Quote:
Originally Posted by Crakkerjakk
Personally I'm against "roll every turn" on an all-or-nothing thing like stealth.
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I'm in this boat. My general rule of thumb is to roll as if the character were trying to sneak right up beside the target - so ignore penalties for distance, etc. Apply the distance penalty *after* the roll; if it causes the roll to fail, you have a rough guideline as to how far away the character is when he's detected. If the roll succeeds, the character is free to sneak around near the target until he does something that gives him a large enough penalty that the target's detection roll succeeds.
This requires keeping track of the MoS, but I find this a lot less painful than rolling every second.