04-04-2009, 08:15 AM | #11 | |
Join Date: Apr 2007
Location: Ottawa, ON, CA
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Re: The game mechanics for a stealth sneak-up and backstab?..
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This requires keeping track of the MoS, but I find this a lot less painful than rolling every second. |
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04-04-2009, 08:32 AM | #12 |
Join Date: Sep 2008
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Re: The game mechanics for a stealth sneak-up and backstab?..
I'd use the rule of three that tends to get used unofficially in extended Contests for cases such as poison and stuff in certain worldbooks.
Have the would-be assassin have three contests with the target. After the third contest is won, the assassin is considered to be in position. If any are failed, the target notices. If the assassin makes a critical success, that voids the necessity for the next (or for all subsequent) rolls. |
04-04-2009, 12:58 PM | #13 | |
"Gimme 18 minutes . . ."
Join Date: Sep 2005
Location: Albuquerque, NM
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Re: The game mechanics for a stealth sneak-up and backstab?..
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04-04-2009, 01:16 PM | #14 | |
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: The game mechanics for a stealth sneak-up and backstab?..
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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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04-04-2009, 02:32 PM | #15 |
Join Date: Aug 2008
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Re: The game mechanics for a stealth sneak-up and backstab?..
And there also should be modifiers for how carefully the attacker is moving. A properly cautious attacker in this situation will be moving half speed at best, and quite possibly one hex a turn once they get within five hexes or so.
A bit easier to make the approach if there are other things in the area distracting the guard, but if there is any activity at *all* in the area you are (I would think) much less likely to get full surprise. |
04-04-2009, 02:45 PM | #16 | |
Join Date: Oct 2008
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Re: The game mechanics for a stealth sneak-up and backstab?..
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04-04-2009, 02:52 PM | #17 | |
MIB
Join Date: Apr 2005
Location: Hemel Hempstead, Hertfordshire
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Re: The game mechanics for a stealth sneak-up and backstab?..
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Cheerio!
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My wife's music site, LadyObscure is for the prog/metal heads... |
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04-04-2009, 03:41 PM | #18 | |
Join Date: Jan 2007
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Re: The game mechanics for a stealth sneak-up and backstab?..
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consumed doing something, like banging a hammer on an anvil or urinating and whistling... etc, etc. For players vs NPC, I'd probably go just for surprise, for NPC targeting a PC it might not be quite that simple. >
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"Now you see me, now you don't, woof" -- The Invisible Vargr . . There are 10 types of people in the world. Those who understand binary, and those who don't. |
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04-04-2009, 04:24 PM | #19 |
Join Date: Jul 2008
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Re: The game mechanics for a stealth sneak-up and backstab?..
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. |
04-04-2009, 08:47 PM | #20 | |
Join Date: Dec 2006
Location: Eindhoven, the Netherlands
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Re: The game mechanics for a stealth sneak-up and backstab?..
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Tags |
sentry removal, stealth |
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