From: | Georg Greve <ggreve@*******.hanse.de> |
---|---|
Subject: | How to handle Stealth |
Date: | Fri, 24 May 1996 16:26:33 +0200 |
Hi Guys.
I just came across the fact that there is no real ruling for how to
handle Stealth, so I made up something by my own:
- If you try to sneak across some security device, you make an opposed
test (against the level of the security device)
- If you try to fool some goon, you make an opposed Perception/Stealth
test
- If the goon has Stealth himself, you make an opposed Stealth test,
because knowing where to hide also means knwoing where to look...
All these tests are modified by visibility, awareness of the goon and
so on (don't forget to give POSITIVE modifiers for your players
sometimes, some GMs tend to give ONLY negative modifers). Ties go to
the "passive" part - so if someone is hidden and someone else is
actively looking for him, he needs a success to find him, but if
someone tries to sneak actively past some guy that guy only needs as
much successes as the sneaking character to notice him.
O.k. - that's what I thought of. Comments ? How do you handle this ?
Later,
Georg
--
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| "The curse of love is the cause of the pain [...] |
| If you give them a finger, they'll take off your hand" |
| AC/DC - "C.O.D." |
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| Georg Greve greve@*******.Hanse.DE |
| Tel.: +49-40-8223482 greve@*******.uni-hamburg.de |
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