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From: "Dr. Bolthy von Schotz" <bolthy@**.COM>
Subject: Re: How to handle Stealth
Date: Fri, 24 May 1996 13:34:18 -0500 (CDT)
On Fri, 24 May 1996, Georg Greve wrote:

> Date: Fri, 24 May 1996 16:26:30 +0200 (MET DST)
>
> 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 ?
>

Sounds just like the rules in Corp Security Handbook... maybe even
NAGTRL when they describe security systems, but I definitely read
something along the lines of of that in CSH... also, many adventures that
require stealth have you make a similar check. In short:
Seen it before. =)



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http://weber.u.washington.edu/~bolthy
"Remember: Heaven is Blue. Tomorrow, the world."
-Head of the Blue Meanies

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