05-21-2019, 01:24 PM | #51 | |
Join Date: Mar 2014
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Re: Problem with Stealth?
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Not if I'm trying to be stealty. Unless they have very poor self control, I have a hard time seeing someone yelling out like that without even holding back the volume of their voice while seriously trying to be stealty (sure, it could happen if you don't really care much about being quiet in the first place and abandon that attempt due to the greater concern of moderate pain, but that does not really fit most adventuring situations). Not while trying to be stealthy. |
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05-21-2019, 01:27 PM | #52 | ||
Join Date: Dec 2007
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Re: Problem with Stealth?
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But I've played in games where the GM just threw stealth roll after stealth roll at me until I was inevitably caught and shot. It wasn't fun and it wasn't reasonable. |
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05-21-2019, 02:19 PM | #53 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Problem with Stealth?
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And that method of estimation produces absurd results. Consider, for example, vehicle operation. Any critical failure is not merely a crash but a bad crash. A control roll is required for a landing in bad weather. One bad crash out of 216 such landings would cause so many deaths per year that air travel would be shut down on any such day. The 1/216 odds are unrealistically high. The probabilities you have in GURPS play are not probabilities in the real world, but more like probabilities in movies or novels where exciting things happen.
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Bill Stoddard I don't think we're in Oz any more. |
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05-21-2019, 02:26 PM | #54 |
Join Date: Aug 2004
Location: Ronkonkoma, NY
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Re: Problem with Stealth?
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05-21-2019, 02:37 PM | #55 |
Join Date: Oct 2010
Location: FL
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Re: Problem with Stealth?
There are several resolutions of Stealth:
1. I sneak up on so-and-so. 2. I sneak past the guards. 3. I sneak through the base into the inner sanctum. 1 and 2 are pretty well handled by Stealth as it stands, although we occasionally see the "how close can I get without being noticed?" question. A higher-resolution handling of Stealth for type-3 should probably be a single roll handled in much the same way as the "how close" question gets answered, with modifiers based on guard density. Off the top of my head: let's say you take a penalty to Stealth based on your speed (Size & Speed/Range Table) and how much distance you are covering (Also Size & Speed/Range Table). If you fail or are seen, it is at the first point where the distance penalty would be too great for you. When sneaking past guards, it is contested by the highest skill held after ordinary modifiers would apply (so, if they put a guard on a hilltop with a telescope, see if he has a higher skill that way), +1 for each alert/wary guard, and -1 for troops who are supposed to be alert but are out of it (in other words, gaps in security) and with a penalty for the size of the area, which should be a flat value: -1 per 100yds? (this is where a +10 for spotting something in plain sight balances out the -10 for distance). You may want to modify the resulting number for gross discrepancies (Eagle-Eyed Erik is on watch, but everyone else on alert is half-deaf), but it should work for most situations.
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Formerly known as fighting_gumby. |
05-21-2019, 03:07 PM | #56 | |
Join Date: Feb 2016
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Re: Problem with Stealth?
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05-21-2019, 04:11 PM | #57 |
Untagged
Join Date: Oct 2004
Location: Forest Grove, Beaverton, Oregon
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Re: Problem with Stealth?
IMO, it's more that in driving, if you fail, other drivers may succeed reducing a potential accident to merely a close call and middle finger flipping.
Or as a pedestrian, I jump back hard and fast enough, which I have to do on a near weekly basis, no hyperbole.
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Beware, poor communication skills. No offense intended. If offended, it just means that I failed my writing skill check. |
05-21-2019, 04:19 PM | #58 |
Join Date: Mar 2006
Location: Iceland*
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Re: Problem with Stealth?
There is an implicit assumption that 'normal' rolls are made during adventures, with mundane activities being condensed into a Job Roll over the whole month. And the fact is, under conditions of stress and confusion, like any combat situation ot potential combat situation, people are a lot more likely to fail dramatically and catastrophically.
Everything is very simple in war, but the simplest thing is difficult. These difficulties accumulate and produce a friction, which no man can imagine exactly who has not seen war. - On War, Carl von Clausewitz.
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05-21-2019, 04:20 PM | #59 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Problem with Stealth?
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The thing is, there are things that people do every day, and that adds up to a huge number of rolls. But RPG sessions don't cover every day (in most cases) and don't have rolls for every activity. The number of rolls a GM can reasonably call for is vastly less than the number of tests of skill people face. (For example, Megan McArdle has written columns about the recipes of 1920-1960 largely being intended to work for cooks, largely female, who weren't highly talented or skilled but had to cook something for dinner every day. In GURPS terms, they were hardly rolling at skill 16 or better!) So RPGs commonly do probability compression, making the risk of dramatic success or failure far higher than it is in real life, to correspond to that smaller number of rolls—and perhaps more than that, because RPGs are supposed to be dramatic.
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Bill Stoddard I don't think we're in Oz any more. |
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05-21-2019, 04:22 PM | #60 | |
Join Date: Jun 2005
Location: Lawrence, KS
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Re: Problem with Stealth?
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Bill Stoddard I don't think we're in Oz any more. |
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