02-02-2014, 01:57 AM | #11 |
Join Date: Jul 2009
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Re: Stealth Penalties for Squeaky floors?
One way to handle it, rather than penalizing Stealth directly, would be to say that the Stealth roll to cross the area / get past the doors / etc. takes longer than usual; they have to be slower and more cautious to avoid making more noise.
So, they can make the roll against Stealth normally, no penalty but it takes them a lot longer than sneaking normally would. Or they take the usual -1 per 10% time reduction, for haste, up to whatever penalty represents moving at normal speed. Or they can opt to gamble and go full speed with no penalty, which means they're not worrying about squeaky floors and such. The stealth roll isn't, itself, penalized, but the GM determines whether they happen to step on a squeaky floorboard by chance. If they do, noise is created and people might wake up, completely independent of the stealth roll. Last edited by Ejidoth; 02-02-2014 at 02:00 AM. |
02-02-2014, 01:59 AM | #12 |
Join Date: Feb 2005
Location: Berkeley, CA
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Re: Stealth Penalties for Squeaky floors?
I suppose. Personally, I figure someone making a stealth roll wants to know 'how hard is it to hear me', so treating the boards as a penalty makes it more obvious how well you've done.
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02-02-2014, 02:04 AM | #13 |
Dog of Lysdexics
Join Date: Oct 2004
Location: Melbourne FL, Formerly Wellington NZ
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Re: Stealth Penalties for Squeaky floors?
That's only true if we were using linear distribution rolls. With the Bell curve the GURPS actually use it has a big difference cause a penalty and or a bonus can have disposition effect on the probability for each other
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02-02-2014, 02:15 AM | #14 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Stealth Penalties for Squeaky floors?
Quote:
I suppose you could say that you catch yourself in time before committing your full weight and thus you're mitigating a penalty with skill but that begs the question of how much did you commit? Do you get a full penalty for that? Somewhere in between? No, better to use your skill vs. others Perception plus whatever. That's exactly the sort of thing that would slow down gameplay with little reward for doing so and therefore is something I avoid like the plague. I don't run games to simulate reality - I've got life for that - I run games to have fun, for my players to have fun, and to use a approximation of reality. I think this is almost universally true of most GMs. Those who call for more simulation with a jillion modifiers to factor in rarely play or run games themselves. At least in my experience. And of course this doesn't include games where the "little numbers" are the whole point - though I rarely run such games I have played in them before and they can be fun in small doses.
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02-02-2014, 02:18 AM | #15 | ||
GURPS FAQ Keeper
Join Date: Mar 2006
Location: Kyïv, Ukraine
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Re: Stealth Penalties for Squeaky floors?
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Quote:
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02-02-2014, 11:35 AM | #16 |
Join Date: Oct 2012
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Re: Stealth Penalties for Squeaky floors?
A penalty to stealth, or a bonus to perception in the quick contest (I'd go with a bonus to perception?) if there are squeaky floors in the area sounds like a good way to handle it. What kind of a penalty are we talking about? -2? -8? Something in between?
Any idea where that's from (to avoid waking somebody up)? And I think you mean Light Sleeper? |
02-02-2014, 01:09 PM | #17 | |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Stealth Penalties for Squeaky floors?
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Light Sleeper [-5] means you wake up easily, including all the times you don't need to. You're stunned unless you have Combat Reflexes. |
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02-02-2014, 05:02 PM | #18 | |
Join Date: Jun 2006
Location: Portsmouth, VA, USA
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Re: Stealth Penalties for Squeaky floors?
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What John said.
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02-02-2014, 09:08 PM | #19 |
Join Date: Oct 2012
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Re: Stealth Penalties for Squeaky floors?
Wow, it seems on sneaking up on somebody sleeping, I've stumbled into an area where the rules are needed, but there doesn't seem to be actual rules. As best as everyone can seem to agree, it's either a stealth roll, where only a failure results in either a quick contest of Per vs. stealth or a simple IQ roll, or a quick contest between stealth and the sleeping person's Perception, with the person asleep getting some large penalty of unknown size.
It seems everyone agrees that deep sleeper doesn't actually give you a penalty in this somewhere. Which probably calls for a new disadvantage for someone who likely won't wake up, but that's beside the point. Light sleeper should, IMHO, give some sort of a bonus toward waking up, as should combat reflexes. Honestly, Danger Sense should factor in here somewhere, even if it's only an additional roll of some kind by somebody. And somebody with more then one of those traits should be harder to sneak up on while sleeping, which should be a feature of whatever system winds up being used. If you do wake up, I think everyone who's talked about it more or less agrees that with combat reflexes you're good to go, otherwise you're stunned/total surprise (I'm not sure whether there's a difference there or not). On the original topic, I think we can somewhat agree on this: If there's a squeaky floor, you step on it on 1-3 on 1d. If you do, there's either a bonus to perception or a penalty to stealth in the quick contest, and if you're sleeping, the same bonus/penalty applies. And nobody seems to have the slightest idea what kind of penalty/bonus it should be. Somewhere between +/- 2 and +/- 8 seems right, inclusive, but what should it be? As for sneaking up on somebody sleeping, or waking up in general, there are three ways to handle it people have suggested - simple stealth roll (with appropriate modifiers, not including anything related to the person who's sleeping; on a failure the person sleeping gets an IQ roll to wake up, automatic with combat reflexes (how other advantages/disadvantages factor in isn't clear), as above but a quick contest instead of an IQ roll, and a simple quick contest, with stealth modifiers on one side, and modifiers for sleeping/sleep related traits on the other side. Anybody got ideas? |
02-02-2014, 09:28 PM | #20 |
Join Date: Nov 2009
Location: GMT-5
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Re: Stealth Penalties for Squeaky floors?
The last time I asked in this forum about the mechanics for sneaking up on a sleeper, a discussion ensued. I think the result was:
I don't know if that is RAW though. But it works well enough for me. Determining degree of surprise is a further complication. If the sleeper had Danger Sense, I would allow the first roll be be straight Per uncontested by Stealth with a critical success granting the usual benefit and eliminating the need for an IQ roll. Just my 2 cents. |
Tags |
combat reflexes, penalties, sleeper, sleeping, stealth |
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