Stealth is one of
those mechanics I never felt was right in TTRPGs. Often, you have
games where the character that is the worst in stealth is the one
deciding the fate of the party, as the least sneaky person has to be
the one to make the roll that counts. Beyond that minor gripe, you
also have the issue that unlike most rolls, Stealth totally changes
the game in a single roll. It would be a bit like deciding all of
combat on a single roll; the consequences are too dire for one roll.
Getting found out doesn't instantly mean the enemy has “raised an
alarm”, nor does it mean you have failed your “mission” but it
does typically mean you can't enter stealth again until at least one
group of enemies is eliminated AND it creates a pretty bad situation.
Plus the actual negatives for failing a stealth roll often outweigh
the positives; stealing a single item or sneaking past a guard to
avoid one fight may not be worth the trouble of splitting up the
party, putting out a torch, getting caught flatfooted, etc.
Now of course all
of the above depends very heavily on the game. Here's an idea on how
to do stealth in a semi-generic fantasy dungeon crawler.
This is a basic
starting point for sneaking rolls; Stealth rolls are d20 + Stealth
bonus (Rogue) + Dexterity modifier.
For
intelligent humanoid enemies, roll over
their morale.
For
unintelligent animal or monster enemies, roll under
their morale and add your bonuses to the target
number instead of the
die roll.
Intelligent
enemies who have high morale are most likely going to be putting out
watches, be more focused, and be more dedicated to their tasks.
It's much easier to sneak by the dumb goblins gambling around a fire
with low morale then sneaking past the King's high royal guard with
very high morale. Unintelligent beasts, on the other hand, are more
likely to be flighty and prey animals on constant vigil are more
likely to notice you quickly. If you're playing a game that doesn't
already use stealth DCs or target numbers, then this is a shortcut.
For
creatures that do not have morale, you either always succeed in
sneaking past them (undead), or always fail (constructs). You can
still be “found” by them though if you perform an action or if a
noise is activated, this simply simulates the idea of being able to
get the jump on a zombie before it notices you since it's slow and
stupid, not avoiding its sniffing ability to smell the living.
If a
monster already has a X in chance to be surprised, add that chance to
be surprised as a +2 bonus to your stealth roll, or a -2 negative if
they're very unlikely to be surprised. For enemies who are never
surprised, you can't sneak past them.
Stealth as Combat
Whenever
you want to sneak up on someone and perform one of several special
actions, you need to make a stealth rolls. Some types of armor make
sneaking more difficult, or downright impossible. You only roll to perform actions on the state that you are in, where as the lower states are free actions with no chance of being discovered.
Every time you fail
a stealth roll, you are closer to being discovered. Move down a state.
If you fail a first roll in the Stealth state- you are now in the Caution state, and
cannot attempt actions exclusive to the first state. If you are
performing an action on the lower two states, you do not need to
roll- this means that in the Stealth state, you can always perform a
ranged sneak attack, or in the Alerted state, you can always
disengage without alerting the enemy to your presence- but it would require a roll, and failure would cause you to be discovered.
You
always begin on the Stealth state if you are approaching the enemy
from behind, in darkness, or they otherwise have no idea you are
approaching. If the guards had a tip off that somebody might try to break into the palace on the night of the ball; then sorry, you start stealth in the Caution state instead.
Stealth State-
The enemy has no
idea you are coming towards them, and with proper footwork you can
get within touching distance of the enemy. Your roll to stealth is to
get close enough to them to perform one of these acitons. You can
perform any action in a lower state without needing a roll, as the
enemy has no clue as to where you are and there is no chance of being
alerted.
- Make a melee sneak attack/coup de grace on an opponent with a dagger or other small weapon.
- Perform a silent nonlethal takedown, if you know how.
- Grab an enemy and hold them hostage. (Requires grappling/enemy gets a save)
- Steal an item off their person.
- Pass by the Enemy unnoticed through a entrance they are guarding.
Caution State-
Either
due to happenstance, the enemy is now either looking in your
direction, is slightly on edge, or is otherwise put in a position
where getting close to them is now impossible. You can no longer
perform any close up actions as in the first state, but can perform
any of these actions with a successful stealth roll. You will start
in this state for enemies who are on watch, with their backs to a
wall or ally, or in a well lit area.
- Perform a ranged sneak attack. If your attack kills the enemy, they cannot make noise in time to alert their allies unless the noise from the attack is enough (explosive arrow)
- Steal an object from the room or general area without being noticed.
- Throw a stone or otherwise make a distraction to shift the enemy's focus. (Doing this will allow you to move temporarily into the first state, or draw their attention so you can pass)
- Pass by the Enemy unnoticed through an entrance they are patrolling.
Alerted State-
In
this state, the enemy is aware that someone is there and will not be
taken by surprise. You cannot get out in the open long enough to make
a ranged attack, or get close enough to make a close range attack
without them being alerted and rolling for initiative as normal. This
state is entered as the default if the enemy is actively looking for
intruders, and coming towards your hiding place.
- Disengage (move out of the contested area)
- Wait out the enemy (Moves you up one state, takes 1 exploration turn)
- Draw your weapon (roll initiative without being surprised)
- Use an item or silent spell without getting caught
If
you fail a Stealth roll in the alerted state, or initiate combat,
openly through killing a foe with their fellows nearby, then combat
beings and initiative is rolled. Enemies surprised have a 1 in 6
chance of acting on the first round (surprise round).
Note
that how the options are ordered; you can wait out the enemy without
a roll in all states unless alerted, since they have a chance to find
you. You can always move away from an encounter if they aren't
looking for you, and only the most stealthy character has to roll to
do anything in this system. Everyone else can either disengage, lock
their bolts and fire in a surprise round, and so on without needing a
roll.
Note;
Guarding is for entrances or portals that enemies are directly
standing besides or in front of. Such as the classic two guards
posted out the entrance of a gate. Slipping by them would require
quite a lot of stealth. Patrolling instead refers to entrances the a
guard is only occasionally watching or passing by, such as a window
in the first floor of a palace.
This is some really, really, really good stuff. Love the "states." I'll steal this if I ever can get a chance.
ReplyDeleteAt the other guy: Sorry I deleted your comment on accident. I missclicked when removing spam. :(
ReplyDeleteIt's no trouble at all. I just wanted to let you know that this is a really good idea for making Stealth more dynamic.
DeleteVery good stuff indeed! Could i translate this post in italian and make it avaible in a free/pwyw osr post collection?
ReplyDeleteYes absolutely! Thank you for translating!
DeleteDone: https://write.as/jonnie/furtivita-come-combattimento
Delete