Introduction
Though for the most trivial of sweeps a simple stealth check can be everything a situation calls for, the books leave any mincing past that completely up in the air and each referee to fend for himself. A system to arbitrate the use of stealth can be, much like the act itself, a tiptoeingly minor but important part of the game, and one to unexpectedly punch above its weight, tending as it does to present a way for players to jump the script fencing and avoid, among other things, combat. And we all know how the more modern shades of DnD design are ever so anxious that a player should not be able to “skip content”.
My initial belief that
stealth merited more gradation than that found in a single roll saw me making
the wrongheaded departure in the direction of calling for rolls every single
turn, thinking this was going to bring about anything of interest beyond
failure. Engaging the superpower of
hindsight, it is easy to see the previous attempt to tackle this standing as somewhat naïve, for even highly
skilled sneaks will be bound to statistically falter in the face of reiterated
rolling (and with casuals standing less of a chance than a yakuza’s pinky) as
well as recognizing that having different speed settings to the stealth
approach made for nothing but an illusion of choice, as a player will simply always
default to the one he’s most confortable with (typically the slowest) and edge
out the rest, this working against the abstraction as well given that attempting
stealth ought to be something that a character is presumed to engage in to the
best of his ability at all times, rendering choices of “speed vs. silence” as
pretty much moot by design in all but the most rarified of cases.
Crouching Tiger, Hidden Complexity
To call back the earlier
post, stealth is one of those areas of play where the thing's decisiveness can prove
stifling, pointing to rules that suffer from being excessively
abstracted. A practical approach will require something sensible, able to neatly tie off a number of disparate situations, preferably without cutting down player agency and remaining easy to ascertain at the table on the back of as little refereeing discretion as possible. To this end I am now inclined to favor a one-roll-and-done mechanic that quickly frames a scene and leaves the rest in the hands of the player.
Considering these four typical situations
that need to be accounted by stealth rules:
1. Characters employing stealth to move up to or past a fixed position
2. Characters sneaking up on a moving target or tailing it from a
distance
3. Use of Stealth in Combat
4. Ambushes
I'm casting for something that will allow those less furtive a chance to literally get by while still presenting an optional layer of challenge for characters who wish to aim for a correspondingly greater prize. Past
resisting the temptation to demand multiple rolls one must equate that stealth
can both be used for avoidance as well as to pave the way to a potential attack,
as settling for the variance inherent to a single roll (plus a to-hit roll) has
to prove enough to ensure an assassination attempt is kept an uncertain
prospect at best. Finally, simplification also dictates that Stealth should be
a roll against a static total, to be applied to PCs and NPCs alike, the
opposition’s Passive Perception being the obvious clean fit.
Muting Sound, Eluding Sight – Rethinking the Sensory Distance
Abstractionwise stealth typically
faces the problem of dealing with either the sight or the hearing of the
opposition (or, panning out this thinking, the senses of smell or touch for
certain creatures), it being highly situationally dependent which one is to take
precedence. Regarding human perception, highly attuned to motion as it is, the
notion of stealth is pretty much dependent on ruling out the visual – being a
given that a character will need to be out of sight, disguised, immobile or all
three – and pinning the variable on sound by default. This means the opposition
is already implied to be with its back turned, looking the other way or have
its sight obscured for the standard Stealth attempt to even happen.
For simplicity’s sake, no matter
a creature’s sensorial mainstay, its awareness threshold is always represented
by a partially adjudicated, partially randomized distance based on a reverse
engineering of the random encounter distance: its sensory range, rolled as 3d6
x 10’.
Any character – even one on
sentry duty – will inevitably display an uneven level of competence and
concentration at any given moment, as tiredness, momentary distraction and
sheer boredom all take a toll that the referee translates as a rolled total
representing three concentric (but non-overlapping) fields of sensorial
awareness, prosaically called Long, Medium and Close distances, each
representing a liminar point at which Stealth becomes more difficult to maintain.
The sensory range is segmented
into the different thresholds by ordering the three d6 results from highest to
lowest, meaning that, for example, a roll of “2,5,4” translates into a sentry
with a 110’ total sensory radius of which the first 50’ (110’-60’) are
considered “Long” and thus traversible on the back of a simple successful
Stealth check, the next 40’ (60-20’) are considered the “Medium” threshold and
the last 20’ are considered “Close”, each implying a DC increase; By resorting
to this segmentation, we know that a character attempting a backstab would need
to have a roll beat three consecutive DC increments but those wanting to
simply bypass a guard post could make do with just the basic check or even none
at all, depending on the terrain’s configuration, happenstance and actions
taken by the players to effect a distraction, for though Stealth is a lonely
business best left in the hands of specialists a canny party ought to get itself
across a wide range of situations by relying on a frontrunner to run some
interference and facilitate the rest of the pack’s journey.
The Crunch
Stealth Procedure
0. The possibility of Stealth
- A player prompts the referee to
rule if a character can feasibly hide or attempt an approach under stealth.
1. Situation and modifiers
to the Stealth check are determined
- Referee points out any
salient challenges presented by the situation that the character can perceive
(such as the defender’s field of vision, randomized or otherwise).
- Player tallies up any modifiers from Dexterity and training in Stealth as well as possible constraints in terms of equipment load affecting the character.
- A sketched outline of the terrain may be requested, if it is deemed relevant.
- Player tallies up any modifiers from Dexterity and training in Stealth as well as possible constraints in terms of equipment load affecting the character.
- A sketched outline of the terrain may be requested, if it is deemed relevant.
2. Character’s Stealth attempt is rolled (along with the defender’s Sensory
Distance)
- Referee secretly rolls 3d6 and a d20 for
the character's stealth (or more, if the character benefits from Advantage or multiple characters are
attempting to move under stealth), ordering the three d6’s
into the defender's sensory tiers.
- The sensory distance emanates from the closest defender, the stealth DC being provided by its passive Perception score (or the highest score present, if unclear).
- The sensory distance emanates from the closest defender, the stealth DC being provided by its passive Perception score (or the highest score present, if unclear).
- Once challenged, the rolled Stealth either fails to beat the DC and the character draws notice or the attempt succeeds and movement proceeds undetected.
- Note that no matter how weak the rolled attempt, any consequences of failure are only triggered if and when the character crosses into the sensory threshold proper, a distance that – it merits repetition – is not known to the player.
- Fumbles immediately give away the character's exact position to the defender, granting him the Initiative.
- Note that no matter how weak the rolled attempt, any consequences of failure are only triggered if and when the character crosses into the sensory threshold proper, a distance that – it merits repetition – is not known to the player.
- Fumbles immediately give away the character's exact position to the defender, granting him the Initiative.
3. Player input
Far from being a completely
mechanical process, the player is encouraged to use available maneuvering space
in whatever way possible to better his position, be it through use of cover
(visual or aural), moving to skirt the enemy’s senses or arranging a
distraction.
- Past the initial check and as
long as the character doesn’t take actions that’ll draw undue attention, the
player is free to dictate the character’s movement and take slow measured
actions within the enemy’s sensory range.
- As the character decides to
move and a closer sensory threshold
is breached the previously successful result is again measured against the increased DC, then being allowed to
ride on if it remains successful or the character being detected if it fails to measure up.
- If a stealthing character is hidden
by cover at the point a threshold would be passed then the increase to the
check’s DC is delayed until such a time as the character emerges from behind
it. If cover is used to fully bypass a threshold then the character becomes
exempt from the difficulty increase for that threshold.
- While within the enemy’s
sensory distance, a character that takes any sort of action carrying a risk of
detection or is faced with a drastic enviroment change, be it noise or
movement-wise, may have his Stealth check confronted with hostile Perception checks.
For example: a party’s advance scout is following an enemy warband through
a tangle of forest trails when suddenly a clearing carpeted with dry leaves is
reached. Now, to keep track of the quarry, the scout must decide if he risks detection
by crossing the clearing while still within earshot of those being followed – prompting a public Perception roll from the opposition – or if he allows the group to move away in
hopes of catching them at a later point, keeping the current Stealth value
being used but at the risk of losing track of the foe.
The archetypical situations
Though this is a truism applicable to almost all facets of the game, the open-ended nature of stealth begs
one to repeat that, depending on player ingeniousness, particularly complex and
well thought-out approaches may obviate the need for rolls on each of the
following.
Approaching a fixed
point under stealth
The standard situation, often relying
on tactical use of terrain and thence a defined/sketched environment.
- Depending on the actual circumstances,
the character will move at a rate from between half normal walking speed down to
a crawl of just 5’ per round.
Shadowing another
character
Concealed or disguised movement in close
pursuit of another within a complex environment that defies a clear distance positioning, such as a network of tunnels or
a city’s streets.
- Stealth is rolled as normal but
sensory range is witheld, as distance is assumed to expand and contract in a
fluid manner as the parties’ course unfolds. Instead the sensory range is left
unrolled and stealth thresholds are passed as the player declares that he
wishes to move closer.
- Once determining hard distances
becomes important (i.e. someone wants to use a ranged weapon or a character gets caught) the potential gap of the sensory
distance is rolled and resolved into the concrete encounter distance.
- A character shadowing another generally
moves no faster than a walk (normal movement speed).
- Attempts to open but discreetly follow
another through an urban environment rely on Wisdom rather than Dexterity.
Mounting an ambush
Requiring favourable conditions
to be an option, ambushes invert the logic of the standard attempt, as the
concealed character becomes the fixed point and the quarry is the one
approaching.
- Roll the foe’s sensory distance
as normal; the Stealth check is made with Wisdom instead of Dexterity; as the
enemy pointsman approaches, so rises the likelihood that the ambusher will be spotted.
- If a small group of characters
hides hastily each rolls individually as usual but if they’ve had time (10 minutes) to prepare a planned ambush then the character with the
highest stealth potential (Wisdom plus Stealth training) can make a single roll
at Advantage to prime the entire
group.
Combat
Stealth in combat isn’t about definite
concealment but rather about seizing an opportunity to blindside foes for just
long enough to escape or deliver an unexpected blow. The abstraction of the sensory
range isn’t used, as mutual awareness is assumed by close proximity.
- Disappearing in the midst of a melee after having been noticed is exceedingly difficult and requires a rare set of occurrences to pull off,
needing not just cover but also a window of distraction from potential witnesses
to slip away, such as the enemy targetting a different character with missile
attack or being already engaged in melee combat.
- The check to engage in stealth still
needs to beat the foes' highest passive Perception score, as the hostiles being
distracted only permits stealth to be attempted in the first place. In certain
complex combat situations, the hectic pace and limited communication
possibilities may make it possible to hide from just some of the members of an opposing
side.
The Sensory Thresholds
The abstraction of the distance tiers is not only meant to translate purely into terms of distance but
also represent how off-guard a target will to be caught the moment a character
approaching under stealth decides to reveal himself.
- Long tier (the defender’s edge of aural perception, generally given as 3d6 x 10’), Stealth
DC = defender’s Passive Perception
This triggers the basic stealth
check and beating it will usually provide enough leeway to skirt around a
roving patrol, bypass a sentry post or follow a target from a discreet
distance. Failing at this point means there's a chance a character might get spotted (see the post's last header) as the sensory radius is entered and Initiative be rolled to see how the situation
unfolds, though by dint of distance things might not necessarily evolve into a
combat.
- Medium tier (gotten by subtracting the highest die from the 3d6 pool
rolled), DC increases by 1
By slinking into this tier, a
character is able to line up a shot with a missile weapon without
distance penalties and, if the character (or the majority of a party) spring an attack from this distance they’ll have Advantage when rolling Initiative.
- Close tier (gotten by subtracting the highest remaining d6 from the above pool), DC increases by
1
This distance lends itself to melee
combat as well as the use of thrown weaponry, characters that reveal
themselves from this tier automatically win Initiative and roll a contested
check to determine if the target is surprised.
- Assassination (directly adjacent to the target) DC increases by 2
If this point is reached the
ultimate prize is at hand, as the character will be ensured of having both Initiative and Surprise,
and may attempt to deliver a killing blow with a melee weapon.
Selective Silence – circumstancial caveats to the Stealth procedure
Between the quality of the
opposition and the many facets of an environment able to influence a Stealth
attempt a single post cannot hope to cover all the happenstance a referee
might have to represent in the course of play, so here's the costumary set of general rules of thumb:
Character’s equipment constraints
- Being encumbered will mean Disadvantage on the check.
- Inventory slots filled past those classed as fast-access increase the roll’s fumble margin and so does wielding a
weapon of unusual size or configuration (i.e. a flail or anything requiring
both hands).
- Wearing an armour type that limits
the input from the Dexterity modifier to AC likewise extends such limitation to all
physical checks, including Stealth attempts.
Defender’s situation
To model situations where differences
in the defender’s perception are a significant factor, such as when
dealing with creatures with exotic senses or whose attention is sharpened or
dulled can be done by modifying the amount or size of the dice rolled for
the sensory distance, with additional dice implying additional sensory
thresholds and viceversa.
Example: sentries posted at the gates and certain tents of a military camp can be adjudicated as being particularly alert, rolling 4d6 and dropping lowest
for sensory range on account of this or, conversely, demoralized rank-and-file determined
to be idling at a low ebb, rolling 3d6 and dropping the highest result can be
appropriate.
A defender targetted by an effective distraction may mean a number of things, from temporarily shutting out their outer threshold of awareness as long as their attention lies elsewhere to allowing a Stealth attempt where none was possible before.
Surrounding environment
Circumstances propitious or
adverse to the stealth attempt itself as related to matters of footing or
background noise may be represented either through granting Advantage or Disadvantage to the stealth attempt, as usual. Though advantage could be modelled in terms of 5 point modifications to the DC rather than a second d20 roll, I’d personally disadvise this on the grounds of avoiding conflicting modifiers, as the DC is already being affected by the sensory thresholds.
Advantageous
examples would include attempting stealth near the roaring banks of a waterfall, crossing a hall richly appointed with fur carpets or mingling
amid a street alive with crowds whereas for disadvantageous examples one can
imagine trying to sneak over creaky floorboards or forcing a path through patches
of dried plant growth.
Some circumstances might
simultaneously carry advantages (or the opposite) to both the stealth roll and the sensory distance, such as
moving about unnoticed amid a foggy downpour, both impairing a sentry’s sensory
range and granting advantage to the
stealth attempt due to the muffled sound.
On Getting Caught (shades of failure)
Since stealth is acutely hinged on make-or-break, liable to result in a combat, a chase or on someone raising the alarm, it behooves careful approach by both referee and remaining players alike, firstly by
attending to their fictional positioning as well as minding
the sequencing of actions, as characters who “stay just outside the door, ready to spring
if something goes wrong” might realize only too late that they’re actually three full combat rounds away from being of any use. In parallel to this a basic mechanical gradation of failure becomes important, as failing a Stealth check at a guard's farthest sensory tier cannot mean quite the same as it happening at a closer distance.
A simple failure will thus mean
enough of a disturbance has been made to potentially give a
character’s presence away. Yet this, depending on target and circumstance, won’t
necessarily mean a character finds his outline starkly painted
against a white background all of a sudden, rather it will mean a prey might
instinctively flee, a predator or guard cautiously investigate (prompting an
active Perception check against the rolled stealth total), and a social
creature may hesitantly start seeking to get the word out. All cases where a
decision isn’t immediately apparent should merit randomization in the shape of
a Wisdom check or a reaction roll adjusted by a halved-Wisdom mod, with low
numbers bringing ill to the character, middling totals granting a round of
indecision to be followed by further rolling and the unlikely boxcars or
natural one meaning the target ends up shrugging things off or talking
himself out of alarm.
In any event, failure is still
failure. The character who makes a sound is merely granted a chance to retreat
or hide but may not reattempt an approach under Stealth and the alerted target,
despite not necessarily pin-pointing an intruder, becomes agitated enough to be impossible to surprise. All of this, of course, is mooted
in the face of a fumbled roll, which does pretty much equate to doing
something egregious enough to be loudly and clearly found out.
Ultimately, uncertainty and
indecision are ores that lie in rich, deep veins, ready to be mined by a canny
referee for tension at the table, without it ever straying into fudging.
Sem comentários:
Enviar um comentário