Continuing my exposition on table procedures for common exploration feats & rules, which began here with part one.
Introduction
The fact that
the use of the Stealth skill shapes the dynamic of play at the table along with
the explicitly all-or-nothing nature of its stakes turns this into a design
challenge on a league of its own.
Speaking for
the characters, failing at most other activities even at a level most dire can
result in the loss of one character’s life, but with Stealth
this can extend to the whole party: once you’ve blown an attempt, the game is
up, which can mean from a chase to an unwanted combat to a whole gaggle of
complications in the case of an active enemy compound.
And this
without even mentioning the use of Stealth upon the party, something that will lend itself to a whole other slew of problems.
At the table
management level, stealth is a black sheep insomuch as it’s generally a lone
wolf activity, agressively shifting the spotlight onto the practicioner to the
detriment of the rest of the group.
A Comedy of
Errors
Due to the
potentially huge implications of the use of Stealth, I’ve noticed it as a
particularly fertile ground for the highest-horsepowered kinds of DM fiat,
leading it to get either (A) brickwalled or, arguably even worse, (B)
excessively rewarded. One or more of the following scenarios are commonly
witnessed:
- The lone
character that lopes ahead of the party scouting for trouble, defying the
wishes of the DM that, witting or unwittingly, resists the behaviour and starts
calling for a smattering of rolls until the poor sod fails and is forced to
desist, bowed to the impossibility of ever beating the unending succession of
knee-jerk hurdles as he beats a hasty retreat, possibly with pursuers right in tow, if not worse.
- The player’s
subtle realization that the character specialized in stealth is comparatively
called out by the DM to roll for stealth checks a lot more times than his more
modestly endowed party mates, even in concretely equivalent circumstances.
- The party
that clanks along with no recourse to stealth, being implicitly barred from
sending out a scout by knowing he’ll always fall prey to
either fiat or “rolling until failure” (cross-referencial wisdom: don’t split
the party).
- The call for
frontloaded stealth rolls that, for better or for worse, condition the entirety
of the gameplay that follows.
- The need for the character to overcome a barrage of differentiated perception rolls from every foe in sight.
- The need for the character to overcome a barrage of differentiated perception rolls from every foe in sight.
- The sundry
awkwardness associated with managing information between characters who clearly
are not supposed to be psychic yet behave pretty much as if they constituted a
collective metasynapse.
The above
statements regarding the onerous stakes of stealthing through the opposition
have to be kept in mind, and it falls upon the referee and not the players the
need to aknowledge their underlying cause and take the steps to refrain from
driving the game into the hands of the select few with stealth aptitude. If a
burden of risk is uncompromisingly affirmed by the game’s logic instead of
arbitrariness, I trust that rational choice will emerge that keeps the game
going in a way pleasant to all. Sometimes stealth is the desirable and inviting
option, at others the forbidding one. The referee’s not directly the judge of
that, the circumstances are. And these, despite being drawn up
by the DM, once set into place should be gaugeable by the players.
A Gathering of
Psychics
I’ve actually
experimented with asking players to take a short smoking break from the table
for the duration of certain solo and stealth segments (yes, I’ve been one of
those guys, but in my defense, hanging with the smoker crowd kind of lent
itself to the experiment); Though it served the purpose of not having the
players act as though their character were psychic, once the lukewarm amusement
from novelty faded I had to admit that the time spent correcting the players as
they played “telephone” with the left-out crowd or even rehashing description in case the stealther took too long and the party
decided to follow on his footsteps made for rather ill-spent run time.
I’m going to
take a different approach now and enforce silence while the stealther goes in
to do his thing. All communication with the severed party member is suspended
while he’s absent, even if the scene’s not focusing on him. I’m not worried
about metagaming (now there’s a windmill if ever I saw one), I’m more concerned
with preserving immersion during the running.
The Crunchy
Bits
Stealth is a set of means to an end, a tool in the toolbox and not something to be engaged
in systematically, as it’s either not logically possible or because it would
imply slowing the party’s progress to a crawl.
Procedure for
engaging in Stealth:
1) It must
be possible to even resort to stealth. A character can’t just vanish in the
middle of a featureless corridor or clearing. Stealth represents a combination of actions and subtle physical displacement, not a cloaking device, and certain actions from NPCs can win over any attempt at stealth.
2) Just declaring
stealth dispenses any immediate need for rolls, the character is simply pronounced as
attempting to move quietly, with the player declaring at what speed.
3) When an creature unwittingly comes into contact with a character moving stealthily the referee
privately rolls up a sensorial distance: the basic encounter spotting distance
of 3d6*10’, modified by the spotter’s perception serves the purpose well.
This does not
represent the full sensory reach of an NPC, merely the distance an unwary
creature’s senses will pick up on nearby noise and movement depending on how
distracted or attentive it happens to be at the time.
4) Upon
entering the perception radius laid out above, the character needs to make
a Stealth roll opposed by the creature’s Perception for every turn that he
moves within it.
For simulating
the ebb and flow of dynamic situations opposing living entities my gut-feeling
likes contested rolls best rather than one die-toss versus a static wall
of DC, such as it goes for finding objects. The rolls are made in the open,
both driving tension and signalling transparency: if a character is caught at
the wrong time with no support nearby, it can well be the death of him.
- [Dexterity
(Stealth) vs. Wisdom (Perception)]
The stealther wins tiebreaks against an unwary creature but loses them to an active searcher.
The stealther wins tiebreaks against an unwary creature but loses them to an active searcher.
Groupings of creatures should usually be abstracted into one single roll, save for special circumstances (ones that the player is to be aware of beforehand).
- Moving just
5’ means Advantage on the Stealth roll;
- Up to
half-move is a normal roll;
- Half to a
full move is made at Disadvantage on the Stealth roll;
- Running while maintaining Stealth is impossible.
Armour or other circumstances that
would imply Disadvantage in the PHB instead aggravate all the
above categories, meaning it starts at a normal roll for a 5’ progress, Disadvantage for
half-move, and the rest being impossible.
Closing
thoughts – Uses of stealth against the player characters
Ideally, a
referee ought to be able to flip a procedure around by simply reversing the
roles filled by PC and NPC. In practice, managing a running occasionally
necessitates that some corners end up on the cutting room floor, exercising
discretion, especially if dealing with potential ambushes that put the
characters’ lives on the line.
As a sample of
some shortcuts and adaptations:
- Abstracting
the PCs sensorial distance into 3-6 (or d4+2) successful stealth rolls for a
sneaking monster. This is necessary for situations in which the party is being
followed while moving, which would make structured use of the original mechanic
overly difficult.
- Rolling a
single die for the Stealth checks of a whole group of similar monsters sneaking
on the party.
- Using the
party’s highest Passive Perception (or just that of the formation’s tail member),
so as to not have to communicate to the party that they’re being followed.
This last one
is pretty huge to me, because I don’t much care for Passive Perception and its
mechanical implication of each character having a numerically valued “radar
sweep” always scanning their environs; yet in this I feel like I found the
redeeming use for it, as a reference total for the referee to discreetly roll
against when having a creature tailing the party from a distance, without
tipping his hand by soliciting rolls from the player.
This can also
imply a cornercase reversal of roles, wherein it can be desirable to test a
creature’s Passive Perception against a character’s “passive” Stealth, such as
when a PC is moving quietly and – without the player knowing it – enters the
sensory reach of an unseen observer.
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