Continuing my exposition on table
procedures for common exploration feats & rules, which began here with
part one.
Introduction
This time it’s about cornercase addendas,
meaning to belabour topics approached in the Stealth and the Rolling Differently entries, supplementing them.
Turns out I couldn’t quite think of
everything when laying down the rule apparatus for Stealth, which was concerned
mostly with character movement while sneaking about. Here’s the gist of what
I’ll try when dealing with static stealthers waiting to ambush
a third party. The rest is a refinement to collective and hidden rolls and me
ranting about screens.
Far From Sight, Close To Mind
I’ve always been against the institution
of the DM screen. The first – and, arguably, the only – necessary reason to put
the argument to rest being that it constitutes a barrier to effective
communication (if doing things right, body language counts), which, if I may
kindly draw notice, is what an RPG is essentially all about,
meaning screens are a singularly anti-RPG implement, a profound
way of crossbowing oneself in the foot.
They’re also an elitist symbol of unearned
status and an invitation to caving in to roll fudging. Even if a referee plays
it straight all the way through, statistical unlikelyhoods are sure to crop up
and set about the seedings of doubt, depending on how well the players know and
trust their referee.
Occluded Rolls
The above statements read that this kind
of roll is best avoided whenever possible, the optimum policy being for the
mechanics to call for rolls only when a character is already comitted to a
course of action. As well, on the chapter of relevance, if a party is making
good progress along gentle terrain and provisions are plentiful, there is quite
no need to hide the Weather roll from the players, as it will promptly be
subsumed into the rolling narrative of the journey anyway and nothing of
importance is hinging upon it. If, on the other hand, the party is pressed by
time and the gleam of cruel axe heads from an orcish warband looming close by,
it will be crucial for the party to know if their tracks in the snow will be
suppressed by an incoming storm and an ambush might be feasible… or not.
There will be occasions where knowledge of
rolls will warp the running’s immersion and influence decisions that clearly
should be made with the players unburdened by external factors. For these
occasions I reserve the occluded roll.
When I say occluded, I mean that the roll
is indeed made in secret by the referee with the purpose of driving tension and
not allowing the players (and hence the characters) information they would not
have, but with the particularity that the die roll, having been made in some
reserved space, is then not removed or interfered with in any way, that it may be publicly revealed once the situation that precipitated the roll is resolved.
Off the top of my head, this can apply to
Random Encounter Checks, Encounter Distance for enemies out of sight, Weather
Rolls, Stealth attempts by enemies against the party, Sensorial Perception Range
of foes a player character is sneaking upon… or ambushing.
Collective Crimes (Incriminate No One)
As I was squinting at making something
with ambush mechanics, feeling like there was a trunk standing in the way of my
view of the treeline, I was struck by what follows for a unified method for
doling out the modifier to group rolls, one that doesn’t kill the d20’s
variance or excessively penalize the whole party by one black sheep not having
the prescribed skill.
As I've gone back-and-forth on this, I've yet again chosen to alter the methodology to something more direct and less finicky on the number-crunch front. I've thus gone ahead and overhauled entry nr. IX of this series, rather than disperse my thoughts over several nooks like a squirrel harvesting for winter.
The Crunchy Bits
The Art Of Lying In Wait
- An ambushing side, appropriately
ensconced and having previously declared stealth, will lie in wait until the
quarry approaches.
- Once the ambushing group’s stealth is
challenged by coming into sensorial range of the victims (occluded roll of
encounter distance), roll [Wisdom (Stealth)], making it a group check if a whole party is ambushing vs.
the targets’ Passive Perception. A successful roll will ensure the
ambushers are not found until their quarry gets to half the sensorial distance,
being called anew every time the would-be victims halve their distance again to
the ambushers' position.
- If the party has had enough time to
prepare the ambush and sort positionings, the roll can be made with [Intelligence
(Stealth)] instead and, if a group, with the best proficiency modifier found in the
party, as the time spent in preparation allows the expertise of the cutthroat
party elements to guide the whole set up. Note that the roll is still only put
to the test once challenged by circumstances.
- Once the ambushers decide to make their
move, they make a group roll of [Dexterity (Stealth)] opposed
by individual rolls of [Wisdom (Perception)] from the victims
– note how asking here for individual rolls is justified as they equate to an
individual benefit or detriment for each defending character, whereas asking
the same of the attackers makes little sense.
- Defenders who beat the ambush roll will
be included in the normal Initiative group roll as combat initiates, those who
roll below the attackers’ surprise threshold are caught flat-footed for the
round and lose their turn, on a botch a character loses two whole rounds in
confused bewilderment; on a critical success, the character may immediately
act.
Closing Thoughts – The Pay-off of
Preparation & Collective Doubts
The possibility of engaging a different,
more cerebral, character statistic for prepared ambushes was the last thing
that I added to this entry and it has left me thinking. What else might be
prepareable long-term to the point of it enabling (even demanding) a logical
switching of statistics and how does that map to the use of the Intelligence
stat, by itself the most immediate action-averse attribute on the sheet?
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