From: | "Damion Milliken" <dam01@***.edu.au> |
---|---|
Subject: | Re: How to handle Stealth |
Date: | Sat, 25 May 1996 22:28:44 +1000 (EST) |
> 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:
>
> [Snip Stealth rules]
Sounds good to me, but you might want to consider doing as Gurth does and
having both tests made against a base TN of 4, rather than against the
opposing sides attribute/Rating. The reason I suggest this is to avoid the
classic "double jeopardy" <hopes he spelled it right this time> affect.
To
explain, consider this example:
Runner with Stealth 2 trying to sneak past super observant guard
with Intelligence 6.
Runner rolls 2 dice against TN 6 (modified per the situation, cover,
lighting, background distractions, etc.)
Guard rolls 6 dice against TN 2 (again, modified)
It is _extremely_ unlikely that the runner would sneak past if there were no
modifiers. In effect the runner is being punished for having a low skill
_twice_ - once because he has only 2 dice to roll for his test, and once
because the TN for his oppoennts test is so low. Similarly, the guard is
beign rewarded for having a high Intellignce _twice_.
In my view, it is better to have both TN's a set 4, rather than the
opponents skill/attribute/Rating/etc. This way, people with high numbers
are not rewarded double, and people with low numbers are not shafted doubly.
--
Damion Milliken University of Wollongong E-mail: dam01@***.edu.au
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