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#1 | |
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Join Date: Jan 2008
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#2 | |
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Join Date: Jan 2022
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In the DFRPG rules, it would be 16 -1(for the wizard) = 15 In the Action 2 rules, it would be 16 + 3 (thief, bard, swash) - 4 (group size) = 15 They should always be equivalent: adding the number of people with the skill, and then subtracting the group size is equivalent to subtracting the number of folks without the skill. The DFRPG wording is less math! |
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#3 |
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Join Date: Dec 2009
Location: Saint Paul, MN
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I’m not sure how I missed that. Thank you for the crystal clear explanation!
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#4 | ||
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Join Date: Jan 2008
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Traditionally the way you deal with non-stealthy characters on stealthy missions is you leave them behind until sentries are dealt with. In a DFRPG setting it might also be reasonable to apply range penalties to Vision rolls opposing Stealth/Camouflage and double range penalties to Hearing rolls opposing Stealth, but fundamentally there's still that opportunity for the newbie to mess up and make a loud noise, and get threatened by some grizzled old sergeant, "You give away our position one more time, I'll bleed you, real quiet, and leave you here. Got that?" (Predator.) I think this goal is in conflict with all of your other goals. What you need instead is a way for very stealthy characters to benefit from their stealthiness even if there are non-stealthy characters in the party, and splitting the party (or at least letting some members lag far behind) is how you accomplish that. [1] Note that combat (especially ranged combat) also tends to spotlight the character with the worst defenses, rather than the best, unless you keep them out of combat. Quote:
Scenario 1: Stealth-16 (because hunter is approaching into melee, modifier +0, over 3 seconds, modifier -1) vs. Perception-13. Hunter will probably all sneak up right behind prey successfully; 71.9% chance of successfully sneaking. Scenario 2: No change, still 16 vs. 13. (This is a concession to simplicity, and in practice there would usually be a weak link with worse stealth than the others.) Scenario 3: Stealth-16 vs. Perception-15 (+2 for 4 observers, according to the usual pattern of rounding categories up on the size/speed range table, but really it doesn't matter which way you choose to round as long as you're consistent). 54.9% chance of success. Still doable but significantly harder, enough to pass the sniff test. With six prey the odds would go down to 45.9%--it's fairly likely that SOMEONE out of the six observers will hear you or turn enough to spot you before you finish your sneak. If there were a wall or jungle foliage between you and the prey so that you're not sneaking out in the open, you wouldn't have that -1 penalty, and your odds of success would improve by a notch to 79.4% in scenario 1-2 and 63.8% in scenario 3. P.S. You can probably tell I'm a fan of GURPS: GULLIVER. Last edited by sjmdw45; 11-14-2022 at 11:14 AM. |
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