Bladeyeoman
2018-04-07, 02:32 PM
Hey guys! Several of my players have fairly stealthy characters, and so far stealth tasks have felt pretty lackluster. They've mostly revolved around "Yup, you try to be stealthy. Make a roll." Failure generally means detection, success means they're hidden until I make them make another roll. If the players are creative I might give them advantage or not require the check, but it feels like there's not a lot of room for cool tactical decisions or interesting challenges - at least, not with a consistent structure where the player can predict the consequences of a success or a failure for a given tactical decision.
I've done a bit of googling, and didn't find anything that seemed satisfying (although I'm very open if someone has links to something cool). So I'm working on small subsystem that modifies stealth to make it more interactive and strategic. I'd love input, particularly ways to simplify things.
The basic goals are: (a) provide spatial variation in stealth success, much like we have in combat, (b) provide multiple meaningful actions/instrumental goals players can choose from, and (c) try to prevent the "any failed roll means it's all over". (this mirrors the overarching structure of combat: Players generally can use movement and positioning in the environment their advantage, have different viable choices for what to do with their action, and usually don't die from a single hit). And then, hopefully make the rules as simple as possible while achieving those three goals.
My nascent system:
Making Space matter:
NPCS have a field of vision (generally a cone, though for special NPCs like beholders, they have a circle of vision all around them). The field of vision can be blocked by objects that provide at least partial cover. If players cross an NPC’s field of vision, NPC gets to make a perception check with +5 (without +5 if lightly obscured). If the PC is within X feet (50, half if lightly obscured?), a success from the NPC pushes to Aware regardless of current state (see below).
If a PC is not in the field of vision of an NPC, that NPC cannot detect the PC unless that PC moves (at which point the PC makes a stealth check).
Regions that are poorly lit are lightly obscured. Regions that are unlit are heavily obscured.
NPC States. NPCs generally start Unaware (although NPCs on guard may be alert - describe narratively).
Unaware: NPCs behave as if players aren’t there, and use passive perception against stealth checks. If a PC fails a stealth roll, the NPC transitions to the Alerted state (unless the PC is in the NPC's field of vision and very close, in which case NPC transitions to Aware).
Alerted (I-III) - NPCs use perception actively (contested rolls), behavior is to investigate near location of the failed PC stealth attempt. If attacked while investigating, the PC gain no surprise advantage unless the attacker also succeeds on a stealth check vs passive perception + 5. As a reaction, alerted NPCs that succeed on a perception check outside of their field of vision can turn their field of vision towards the source.
If an NPC who is Alerted makes a successful perception check in their field of vision, regardless of distance, they become aware of the PC(s) in question. If the NPC makes a successful perception check outside of their field of vision, they increment up one alerted state. If that puts them into Alerted III, they will Sound the Alarm on their next turn even though they are unaware of PC locations. (distractions can be useful, but repeated distractions tell the NPC something weird is happening).
Aware - the NPCs has detected one or more of the PCs, and knows where they are (they are no longer hidden). The NPC may investigate to look for more PCs. No surprise at the start of combat. An aware NPC is likely to Sound the Alarm on his turn (if he has allies).
Sounding the Alarm. The NPC that sounds the alarm points out PCs they are aware of. Allies with line of sight are aware of those PCs. If the NPC that sounded the alarm wasn’t Aware of PCs or the allies don’t have line of sight to the PCs the alarming NPC is Aware of, allies are alerted. Sounding the alarm may attracted additional NPCs from nearby.
This definitely adds some complexity to the game, but seems like it provides a consistent framework in which players can know the benefits of providing distractions, creating/using cover, moving versus staying still, manipulating light sources, etc. The steps between stealth'd and detected feel like they provide opportunities for tension and shifting strategies. The rules above really seem like they require maps to function well, and probably use cut out paper pie-charts beneath minis to represent the field of vision. So it will definitely be a bit more work for me to prep and run, but no more than for combat (I usually have combat on a grid).
I'd love some feedback or alternatives. Does this seem like overkill? Are there tricks to simplify this? Do you have something else you do that makes stealth fun and interesting?
Thanks in advance!
I've done a bit of googling, and didn't find anything that seemed satisfying (although I'm very open if someone has links to something cool). So I'm working on small subsystem that modifies stealth to make it more interactive and strategic. I'd love input, particularly ways to simplify things.
The basic goals are: (a) provide spatial variation in stealth success, much like we have in combat, (b) provide multiple meaningful actions/instrumental goals players can choose from, and (c) try to prevent the "any failed roll means it's all over". (this mirrors the overarching structure of combat: Players generally can use movement and positioning in the environment their advantage, have different viable choices for what to do with their action, and usually don't die from a single hit). And then, hopefully make the rules as simple as possible while achieving those three goals.
My nascent system:
Making Space matter:
NPCS have a field of vision (generally a cone, though for special NPCs like beholders, they have a circle of vision all around them). The field of vision can be blocked by objects that provide at least partial cover. If players cross an NPC’s field of vision, NPC gets to make a perception check with +5 (without +5 if lightly obscured). If the PC is within X feet (50, half if lightly obscured?), a success from the NPC pushes to Aware regardless of current state (see below).
If a PC is not in the field of vision of an NPC, that NPC cannot detect the PC unless that PC moves (at which point the PC makes a stealth check).
Regions that are poorly lit are lightly obscured. Regions that are unlit are heavily obscured.
NPC States. NPCs generally start Unaware (although NPCs on guard may be alert - describe narratively).
Unaware: NPCs behave as if players aren’t there, and use passive perception against stealth checks. If a PC fails a stealth roll, the NPC transitions to the Alerted state (unless the PC is in the NPC's field of vision and very close, in which case NPC transitions to Aware).
Alerted (I-III) - NPCs use perception actively (contested rolls), behavior is to investigate near location of the failed PC stealth attempt. If attacked while investigating, the PC gain no surprise advantage unless the attacker also succeeds on a stealth check vs passive perception + 5. As a reaction, alerted NPCs that succeed on a perception check outside of their field of vision can turn their field of vision towards the source.
If an NPC who is Alerted makes a successful perception check in their field of vision, regardless of distance, they become aware of the PC(s) in question. If the NPC makes a successful perception check outside of their field of vision, they increment up one alerted state. If that puts them into Alerted III, they will Sound the Alarm on their next turn even though they are unaware of PC locations. (distractions can be useful, but repeated distractions tell the NPC something weird is happening).
Aware - the NPCs has detected one or more of the PCs, and knows where they are (they are no longer hidden). The NPC may investigate to look for more PCs. No surprise at the start of combat. An aware NPC is likely to Sound the Alarm on his turn (if he has allies).
Sounding the Alarm. The NPC that sounds the alarm points out PCs they are aware of. Allies with line of sight are aware of those PCs. If the NPC that sounded the alarm wasn’t Aware of PCs or the allies don’t have line of sight to the PCs the alarming NPC is Aware of, allies are alerted. Sounding the alarm may attracted additional NPCs from nearby.
This definitely adds some complexity to the game, but seems like it provides a consistent framework in which players can know the benefits of providing distractions, creating/using cover, moving versus staying still, manipulating light sources, etc. The steps between stealth'd and detected feel like they provide opportunities for tension and shifting strategies. The rules above really seem like they require maps to function well, and probably use cut out paper pie-charts beneath minis to represent the field of vision. So it will definitely be a bit more work for me to prep and run, but no more than for combat (I usually have combat on a grid).
I'd love some feedback or alternatives. Does this seem like overkill? Are there tricks to simplify this? Do you have something else you do that makes stealth fun and interesting?
Thanks in advance!