I'd add adjustments for light vs. dark areas, possibly even position  
in relation to walls (walking by a wall reduces the chance of  
squeaky floor boards and when going through tighter passages creates  
less effect on air flow/pressure/whatever, resulting in less chance  
of a guard getting that eery feeling that something just went  
through a door.).
Also, an obvious adjustment would be to add or subtract dice for  
being behind the target and in front. To the side could be  
considered the norm. (its not impossible to sneak in front of  
someone given the right circumstances, but its a lot harder).
On Apr 18, 2012, at 2:14 PM, Meg Tapley wrote:
After some consideration (and pestering from players), I came up  
with a system for sneaking past guards and such:
Basic stealth roll:
4vDX
3d w/ Silent Mvmt
2d w/ Spying
1 more die if carrying enough to reduce MA (more than 2xST in kg)
1 fewer if moving only 1 hex per turn
Subtract the number rolled from the stealthy one's DX, then add  
that number to the roll for the noticing figure.
Basic notice roll:
4d v (IQ - (amount by which stealthy figure made roll))
3d w/ Alertness
2d w/ Acute Hearing
1d w/ both
1 more die if figure is outside Creation-spell range
1 more die if distracted (i.e. reading, playing a game, watching  
something, picking toenails...)
2 more dice if involved in combat
If the sneaky figure is more than 3 MH away from the noticing  
figure, and not in their line of sight, then as long as they have  
Silent Movement, no roll needs to be made; the sneaky figure will  
go undetected. If the figure does not have Silent Movement, the  
roll is reduced to 3vDX.
Example: Picky the thief, with Silent Movement and DX 13, is  
sneaking by Grom the guard, with IQ 9 and no relevant talents.   
Picky gets a 9 on his DX roll (on three dice), making it by 4  
points (13 - 9 = 4). This means that Grom needs to roll 5 or less  
(IQ 9 - the 4 by which Picky made the roll), on 4 dice, in order to  
notice Picky. He rolls a 15 - not even close.
On his way back, Picky rolls a 14, missing his DX roll by 1. Grom  
then rolls 3 dice against his IQ, minus the difference between  
Picky's DX and his stealth roll. So this time he needs to roll a 10  
or less (IQ 9 + the 1 point by which Picky missed). He rolls 10  
exactly, notices Picky, and attacks - they roll for initiative  
normally.
Also: I suspect that having music playing in the background will be  
a big help in getting into the 'feel' of the game, building  
atmosphere, and encouraging people to focus on the action, and plan  
to try it next session. Have any of y'all done it, and how did it  
work? Any recommendations?
- Meg
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