Something I’ve been tossing around in my head today is a way to have the group actually try to use stealth from time to time. Successfully I mean.
As it stands, only one person in the group is actually trained in stealth and the other four have pretty low Dexterity all things considered so it makes it simply impossible aside from unusual luck to sneak anywhere as a group.
This train of thought was kicked off by something Chris Perkin’s did in the third Penny Arcade podcast Sept 25 section (I think, could be wrong). I’d been up 38′ish hours without sleep at that point so I wasn’t tracking 100% but at one point he had one person make a stealth check and the rest just made Assist rolls. I’m not sure if he did it by accident or what since he makes a lot of mistakes about the game’s rules during the sessions and not 5 minutes later he had them all roll individually again instead of as a group. [For someone who apparently helped write the game he's not very familiar with the basic mechanics of the game. I think he does a wonderful job as a DM please don't get me wrong. But he's failed to correct a lot of mistakes the players have done like Aoefel forgetting to use his weapon proficiency bonus on attack rolls over and over and over. Oman not getting his Wis bonus on any cleric power with the keyword healing in it. Just basic game mechanic kind of things. But then maybe he's not used to having players that don't know what they're doing.]
This started me thinking. Every time I’ve heard on someone’s podcast about a stealth check being needed, invariably one or more people fail it. This also has happened every time I’ve done it in my own games. It gets worse if the group is having to roll against more than one perception check. This devalues stealth completely except in those instances where the one guy with stealth essentially plays by himself for awhile.
I don’t like that. I don’t like that the characters don’t have a stealth option, a viable one anyway and I don’t like splitting a party up because it reduces the fun for everyone.
Do I have an option? Well just now in asking on the forums if someone else had come up with anything my fingers typed out something to the below and as I’m typing this I just came up with another two options which I’ll type down there when I get done typing this.
And this only applies when the game is not in initiative, i.e. out of combat.
Out of Initiative Stealth –
Note: This assumes the group is moving as a group. If they split up then each group would need to use the appropriate option. Individuals would be back to making individual checks of course.
Option 1 – Stealth Master – One person is designated the Stealth Leader and they make a stealth roll based on their abilities. They suffer a -2 penalty on their roll for every untrained person in the group that’s moving with them. This simulates the master stealther telling the others where to move, what to avoid, fixing their gear so it makes the least amount of noise etc. Optional – Each untrained member of the group that’s involved other than the Stealth Master makes an Aid Another check. If they succeed they add +2 to the master’s roll, if they fail the -2 still applies. A member trained in stealth would roll Aid Another and if they succeed they add +2 to the master’s score but if they fail they don’t add -2.
Option 2 – Mini Skill Challenge - Everyone in the party rolls their own stealth check. As long as they have more successes than failures they succeed as a group.
Option 3 – Cumulative Totals - The party members each roll their own check and their rolls are added together. If this number is higher than the opposing number they win the check. The opposing number is generated by multiplying the number in the party by either a flat DC or totaling up all the opposed check rolls.
Thoughts –
The base part of Option 1 is fast, the total number of untrained people is going to be known so it’s one roll for the party, quick and easy. If you add in the Aid Another then everyone has to roll but it allows each party member to contribute to the success of the endeavor, never a bad thing to promote.
With Option 2 I don’t feel it adds what I’m looking for. At least in my situation. With 4 untrained people with low dex in the group they’re going to fail the check more often than they’ll succeed. I want it to be possible for the group as a whole to sneak onto the castle grounds, over the walls, and into the keep before they’re discovered. Without just saying “Okay you managed to sneak into the grounds, up and over the walls and are now in the storage areas on the second floor. Now make stealth checks to avoid getting seen. Ooops Biminey you must of stumbled into a pile of broken glass, metal and loud noises piled precariously next to you.”
The problem with Option 3 it’s not much better than option 2 and you also have to do math.
But seriously, on the plus side it lets a high ‘overkill’ roll help a lower roll but by the same token a low roll pulls a high one down.
Anyway, that’s how I spent a bit of my afternoon while staring at progress bars. Comments and thoughts welcome as usual.
[Edit Afterthoughts: The DMG I've been told suggests for a group roll having the lowest skilled person make the roll. While that might make sense, it simply means that we're back to the group not being able to stealth and that's not my point to all this. So this is what I'm going to start with and work from there -
The party divides the party into groups as they wish each group has to contain at least two people and can contain the entire party. One person in each group at the players’ choice makes an initial stealth roll. The remaining members of the group impact this roll as follows – each character Untrained in stealth makes an Aid Another check. If they fail, they add -2 to the initial roll. Each character Trained in stealth makes an Aid Another check. If they succeed they add +2 to the initial roll. The group has to move as a unit or reasonably so.
4 comments
Anonymous
March 3, 2010 at 3:20 pm (UTC -5)
I would go with option 1, but with the following changes:
-A person untrained in stealth can aid other, and if they pass their check they don’t apply their -2 penalty to the ‘stealth leader’s’ roll. I’d change it this way because it seems odd to me that a person untrained can add +4 to the roll (-2 to +2) and a trained person can only add +2 (0 to +2).
-The ‘stealth leader’ must stay within 5 squares of the group, if he goes outside that then the group is on its own.
Great idea as usual Dennis.
Dennis
March 3, 2010 at 5:13 pm (UTC -5)
Very good points on all points. I’d debated on adding trained versus untrained in there and you essentially hit what I was driving for. The staying in range was implied but I didn’t ‘hard code’ as I wasn’t thinking of being in ‘squares mode’ for these but I can see where that would apply. I would probably set it at within 6 squares just so the average character could make a full move per turn. But since we’re adding a dwarf to the group the 5 would override that. Darn those stumpy legs of theirs!
Anonymous
March 5, 2010 at 10:12 am (UTC -5)
Two alternatives:
1 – Lowest untrained value makes the check. Every untrained person makes an Aid Another check (success = +0, failure = -2). Every trained person makes an Aid Another check (success = +2, failure = +0). The thought being that the stealthy folks are able to provide enough tips and whatnot that the klutz is stealthy.
3 – Speed modifiers. Stealth master makes the check. Everyone else makes an Aid Another roll. For every failed Aid check, speed is reduced by 5′. If speed is reduced to 0, the party fails to be stealthy. The thought here being that the party takes care to go slow enough that people can be stealthy.
Dennis
March 5, 2010 at 12:10 pm (UTC -5)
Your #1 could work most likely for perhaps the average group? My group though has one person trained in stealth. As a result with the lowest person rolling with a zero or even negative skill values.
and #3 (?) is something to consider. I’ll have to ponder that one.