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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