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#1 |
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Join Date: Jan 2022
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I'm having trouble adjudicating some stealth-related play, so I'd like some help going through some sample scenarios.
Scenario 1: Single Hunter, Single Prey A single Prey with Per-13 stands 20 yards north on a path facing away from a hunter. The Prey is alert, but not looking south. The Hunter has Stealth-17 and wants to attack the Prey from behind, unnoticed. Scenario 2: Multiple Hunters, Single Prey A single Prey with Per-13 stands 20 yards north on a path facing away from a group of 10 hunters. The Prey is alert, but not looking south. The Hunters have Stealth-17 and wants to attack the Prey from behind, unnoticed. Scenario 3: Multiple Hunters, Multiple Prey 4 Prey with Per-13 stands 20 yards north on a path facing away from a group of 10 hunters. The Prey are looking north. The Hunters have Stealth-17 and wants to attack the Prey from behind, unnoticed. Goals
RAW The rules as written talk about Surprise Attacks on DFE26 and then folks are mentally stunned. The RAW uses worst Stealth, which is misuse of spotlight IMO. If Surprise is achieved, it doesn't provide guidance for how you could begin combat by attacking someone from behind. The rules mention Backstabbing on DFE57, but specify that at least half of the party remains conspicuous as a diversion. That means that Backstabbing is off the table for the Single Hunter. Never mind that the concept of enemies teleporting infinite distance, are required to all be behind the nearest target (and thus all pile up exactly in the same hex), and that Backstabbing doesn't interact with a Sentry's Perception or Observation, or the Backstabber's SM are all very weird. Last edited by beaushinkle; 11-13-2022 at 01:29 PM. |
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#2 |
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Join Date: Jan 2022
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Here's what I have so far:
It's a quick contest of The Hunter's Stealth vs The Prey's Perception or Observation. The best of the Hunters roll Stealth modified by
The best of the Prey roll Perception or Observation modified by
Purposefully not included are range penalties to Perception. They're used to calculate detection distance. If the Hunters win the contest, they're able to start the fight from whatever position they'd like, and the Prey side has Mental Stun. On the other hand, we use regular initiative order, which may mean that the Prey gets to act first (though they're stunned). Finally, when combat starts, we let any Alert Prey decide which direction they are facing after the tokens are on the map. If the Prey win the contest, we use that to calculate how far away the Prey notice them, using the Speed/Range table again. For instance, if the Prey won the contest by 5, they wouldn't have won the contest if they had a -6 range penalty, which happens at 16 yards. Thus, the Hunters were noticed at 15 yards (the -5 range penalty row in the table). The hunters arrange themselves to be 15 yards away, the Prey choose their facing, and are mentally stunned, and combat begins. Example 10 Bugbears with Stealth-16 try to sneak up on a sleeping camp of 4 PCs and 4 Pack Ponies at night. One PC (Per-14) and One Pony (Per-10) is awake. It's night (-4 vision) and dead silent. Entering into the PC's campsite has 10 yards of clearing. The bugbears roll stealth vs : 16 - 1 (light encumbrance) - 4 (group size) = 11 and get a 12. Margin: -1. The party rolls an 11 for perception. Vision would be: 14 + 5 (open area) -4 (night) = 15. Margin: 4. Hearing would be 14. Margin: 3. The alert sentry wins vision by 5, and would detect the Bugbears at 10 yards with vision (when they come into the clearing). They win hearing by 4, and would detect at 16 yards with hearing. Last edited by beaushinkle; 11-14-2022 at 05:46 PM. |
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#3 | |||||
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Join Date: Jul 2021
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Quote:
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What happened to the mages? Use magic to improve chances -- Bless, Grace, Invisibility, Hush, Mage-Stealth, No-Smell, Silence, ... Quote:
Goals
Spotlighting means the most Stealthy player uses their Stealth to get in first attack OR to provide the diversion. Pick of stranglers one by one, remove guards, forward observers. Move to area away from the main party in different direction and provide diversion THERE so the prey is distracted and the main party can move in quickly with less stealth. As to Spotlighting it highlights one characters abilities. They should be able to count on other party members NOT to screw things up by doing dumb things where their lack of skill is a hinderence. It the Scout and Thief have Stealth-17 but the Barbarian and Knight only have Stealth-11, then they need to have less Stealthy characters need to take a different approach. BTW, there is also spotlight for Leadership and Tactics! Make a plan and execute it. Work as a team. Magic users should buff other characters and/or the environment to improve odds in their favor. Quote:
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#4 |
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Join Date: Jan 2022
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Let me clarify: I'm not looking for tactical advice for the Hunters for the Prey. I'm looking for a non-ambiguous way to mechanically arbitrate Hunters attempting to Stealth up to Prey and melee them.
Assume this is the only thing relevant to the situation. No magic, no ranged, no shenanigans. Just trying to figure out what happens when folks with stealth try to use it, as above, according to the above design goals. |
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#5 | |
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Join Date: Jun 2022
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In a nut shell, take the highest skill, add a bonus equal to the number of people in the group who have points in the skill (regardless of level), and subtract the group size. This gives the Spotlight to the PC with the highest skill and still penalizes the group if someone is completely without the skill. Note, Action is a ruleset for cinematic games, so you're dialing down the 'realism'. Also, if you still want everyone rolling, but for the highest skill PC to be able to offset a low skill, or poor roll from someone else, then I'd mix the Complimentary Skills and Teamwork rules. In this case everyone but the highest skill, the "team leader" so to speak, rolls. Every success adds +1, critical success adds +2, failure adds 0, critical failure adds -1, then again subtract group size and have the 'team leader' roll using the resulting bonus or penalty. You can use individual Margins to decide combat order, with critical failures being "surprised" the first round of combat (this works especially well when both groups have high and low skills, so the ambushers and ambushees aren't split into "free to act" and "stunned" as groups, but often split as individuals). |
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#6 |
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Join Date: May 2007
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The obvious way to spotlight a player with a high stealth skill would be to have everyone roll stealth separately, and be hidden or detected individually. If Stealthy Sam wins his stealth contest but his comrade Clumsy Carl fails his, then Carl is spotted and the fight is on, but Sam remains undetected for the moment and has a wonderful opportunity to open up with a backstab while the opponents are focusing on Carl.
__________________
I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
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#7 | |
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Join Date: Jan 2022
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Reiterating that checking the original article is super useful! Last edited by beaushinkle; 11-14-2022 at 05:49 PM. |
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#8 | |
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Join Date: Jan 2008
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Essentially ALL defenses are like this: they target the weakest link. Since Stealth is essentially a defense against enemy perception, it makes perfect sense for Stealth to work this way to. Stealth specialists should get the spotlight by ranging on ahead of the party--in fact DFRPG explicitly calls out advance scouting as a good idea! "When the delvers send a scouting party ahead, roll only for the spies. If they win, they may opt to return to alert the others. The whole group can then set an ambush or move up to kick in a door. Roll vs. their best Stealth modified as in Part of the Solution or Part of the Problem (p. 6) – or, if the party sets an ambush where they are, they may use their best Tactics skill, if better. Simple success means the whole group achieves surprise." Emphasis mine. |
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#9 | |
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Join Date: May 2007
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Then make a single roll and compare it against everyone's skill, if your goal is truly to have large groups no more likely to be noticed than small ones.
__________________
I predicted GURPS:Dungeon Fantasy several hours before it came out and all I got was this lousy sig. |
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#10 | |
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Join Date: Dec 2009
Location: Saint Paul, MN
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Quote:
Has anyone on here tried both versions? |
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