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This may be a stupid question, but how do I actually make the Rogue's stealth useful if one guy wants to 'scout ahead'?
I mean this can only end with him getting caught and / or killed because he doesn't have the party to back him up, or he plays a minigame while everyone sits back and twiddles their thumbs.
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>>96762476
Have the wizard cast flight and invisibility on him so there is zero chance of him being detected.
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>>96762476
Don't use the stealth roll as a binary get caught/don't get caught, use it instead as an indicator of how far forward and how much useful Intel they gathered based on the roll. You'd having something like
>Crit fail: no actionable Intel, and the enemies ahead know someone or something is coming
>Fail: Enemies are slightly suspicious, maybe only know how far ahead enemy is and a very vague idea of how big the group is
>Success: enemy is unaware, have a good idea of placement and number of enemy.
>Crit Success: as above, plus some piece of key Intel (i.e location of important target, extra Intel overheard from enemy, very clear idea of weak spot, etc.)
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>>96762476
>abs
>neuron activation
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>>96762505
This way it never turns into a save or suck situation and it isn't something that takes several turns to solve, you can just collapse it down to a single roll.
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Makes you feel like a boss when you succeed though.
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>>96762505
This also tracks narratively, since the character is a rogue they probably know a few things about sneaking around, and when to bail before things get really bad. It's not like they're in the middle of a labyrinth or anything, the dude's just gonna be poking around the outskirts of the manor/camp/stronghold.
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>>96762476
I dunno, in one campaign I play we almost always have the rogue and/or ranger scout ahead and it failed only once really bad so far, which wasn't even because of them, but because we (the rest of the group) messed up on our end. Also never really felt like we didn't have much to do in the meantime and if that is the case, I don't really mind, because that's kinda their roles and fantasy. Imagine you play a rogue and don't get to do rogue things. And we did some cool coordinated attacks by working like that a bunch of times too.
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>>96762589
Exactly. It gets rid of the thing where a failure makes the the pc look an incompetent at the one thing they are supposedly good at. The failure isn't "you failed to be stealthy," it's "you failed to find a stealthy way to get close enough to get more information."
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>>96762476
Success means he gets to see what's ahead and come back to tell the party about it.
Failure means he gets caught and has to survive a round before the party arrives.

I don't see how this is a problem. Most games don't have insta-kill mechanics that would end the rogue's life in one round if he's alone.
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>>96762476
>or he plays a minigame while everyone sits back and twiddles their thumbs.

You could have stuff happen back with the party while the rogue is off doing his thing.
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>>96762476
Split "screen time" between the rogue and the rest of the party, which will require you to have players who can accept not constantly having the spotlight, and will require you to be able to keep notes and update quickly; something something strict time records something something.
Give the rest of the party stuff to do while the rogue is gone. The party's goal could be to run interference or cause a distraction to keep suspicion away from the rogue while she does her thing.
Have the rogue and the party advance on two seperate fronts; give the rogue shit to deal with and the party shit to deal with, and if the rogue does well dealing with her shit, she can help the party deal with their shit too.
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>>96762476
With "minigame" approach, the main problem I find is rogue having to roll stealth multiple times. Eventually he'll fail one of those rolls and get caught.

What I did for my game is for any sort of stealth (stealthy or social) you roll stealth only once and get "stealth score" that stays with you for the entire attempt. You can sneak around and do objectives, but some actions would reduce your stealth score (like rummaging through the important documents or leaving traces of your presence). You can increase it too by cleverly using obstacles or disabling the guards in a way that doesn't get others suspicious.
If your stealth score is lower than guards' perception, you get a brief chance to fix the situation and if that fails, you have to either flee or fight.
Additionally, rogue can lead other party members during the stealth attempt, sharing his stealth score with them, so you can have everyone contribute to the "minigame"

>>96762505 also works well for simple attempt if you don't want a minigame.
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>>96762589
Even if they are in the midst of a dangerous location or dungeon, that just means you can increase the DC. Then it's more likely to be the Fail option listed where you basically just get an idea of the nearest group of enemies in any given direction, rather than getting some key info.

It's a very good way of simplifying the approach.
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I don't know what the question was but I like midriff
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>>96762505
>>96763591
This, and let them have one roll per section of an adventure. Don't let them do this every five minutes.
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If your player characters are expected to all be working on the same thing at the same time instead of having their own lives your game is shit.
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>>96762567
>puckee spamming his commission again
https://www.reddit.com/r/DnD/comments/z8dw3w/comm_art_magpie_by_kartstudio/
https://desuarchive.org/tg/search/image/jynultXDc4JJ3_XSM1WuPw/
>39 times
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>>96763591
The Alexandrian has something similar to this idea:
https://thealexandrian.net/wordpress/38313/roleplaying-games/the-art-of-rulings-part-8-let-it-ride
I like the idea of being able to manipulate the score with actions, though. Maybe the other players can also take actions to manipulate the scout/infiltrators score.
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>>96764588
>one post in the thread
>spam
Nigga shut up
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>>96762476
Down time activity. Rogue rolls to scout the nearby area, failure nets nothing, success nets clues as to what's currently in the dungeon. Makes for a good way to foreshadow a particular monster you're looking to use, like strange hoofprints, glowing and inordinately sized spider webs or oddly rippling pools of "water"
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>>96762476
While Dungeon Fantasy RPG* does stealth the same way as everyone else (stealth vs perception) the way it does "group checks" it's interesting:
Say you are the rogue. You are an expert in stealth, and want to ambush the enemy. However, your allies aren't so great.
Does that make ambushes impossible? No, you can "carry" your party, guide them with your stealth expertise.
First you go ahead to scout alone. That's handled as normal stealth. If you succeed, you learn what's ahead and come back to talk to your party.
Now that you know what's coming, you can guide the party to avoid alerting the enemy, you roll stealth -1 per extra person that ISN'T trained in stealth with you (so -3 if all 3 of the other party members aren't trained). If you succeed, the entire party succeeds and you get to surprise the enemies.

*[powered by gurps]
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>>96764641
The easiest way to do it would be a distraction. That way the unstealthiest character in the party (like Shadowrun troll) can start a ruckus somewhere nearby and siphon some of guards away from non-mission critical areas (which now become relatively safe passage and thus, mission critical). So this way you can have others participate in "minigame" without being physically "on-site".
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>>96762476
Just go very fast, so that when you happen to get intercepted you can get out of the dodge and either regroup with the party to fight or rush ahead and secure the objective.
lvl 2 Tabaxi Rogue can clear 320ft a round
lvl 4 makes it 400ft
dip 2 levels in Fighter and it becomes 600ft
dipping monk can push it even further if you go unarmored
and that's before you start stacking any gear (such as Boots of Speed)
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I don't understand the problem. Rogue roll stealth, if he succeeds, you get to see the next encounter ahead of time, and if he rolls well on Perception as well, you might discover some other advantage. There's no need for the rogue to go within immediate attack range of the enemy most of the time, so if he fails, all that happens is the enemies might take a pot shot or two, and will be ready for your party when you show up. If you run away in the hopes the enemies will drop their guard again, they alert everyone else in the dungeon as well.
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>>96762476
Stealth
There are two types of stealth rules : stealth scenes and stealth challenges.

In a stealth scene, one or more players are attempting to accomplish some specific goal while remaining undetected, such as infiltrating a villain lair or hacking a forcefield generator. In this case, make a single challenge roll against a threshold or an opposed roll according to the GM. Failure to overcome the threshold doesn't necessarily imply total failure. The GM should inform the players of the probable outcomes they might face before they commit to the attempt. When multiple players are involved, refer to the applicable rules under Contests and Assisting. The GM might call for multiple rolls for very complex or time-consuming objectives.

A stealth challenge is more like "traditional" stealth, and uses the Progressive Challenge rules. In this case, typically the player or players are "sneaking up" on one or more specific targets, such as for an ambush or tracking a goon back to his boss's hideout. In this case, the challenge difficulty is based on the player's covert rank with any bonuses according to powers or situational effects. In other words, the target must accumulate a number of success from rolling perception equal to this threshold before the players accomplish whatever it is they want to do, to detect them. In effect, you have "Stealth Health" that the target attacks with his perception.

When multiple "hiders" are involved in stealth, each hider has their own Stealth Health, and the "seeker" makes a single roll each round which is applied to each. Detecting one hider doesn't necessarily detect all hiders, unless it makes sense for the particular scenario. (If three players are kobolds in a trenchcoat, then if one is detected, they all are).

When multiple "seekers" are involved in stealth, typically the best perception rank is used among all of them, or the GM may determine an overall perception rank based on their number and the nature of each.
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Is this really the state of users on this board? You need to post a whole thread to ask such a stupid, basic question? A question with an answer so obvious that anyone who's ever played or run a TTRPG before knows it intuitively? Fuck off you nogames tourist piece of shit, and honestly, kill yourself.
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>>96762476
>How do I make [Known, Unique To DnD Problem] no longer happening?
By not playing stupid games
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>>96766536
No, this is the state of a board that died circa 2021 and mods desperately pretending it's still active.
They just post the most inane threads asking the most basic questions, that die after 5 posts, but then it's bumped for 15-20 days with either blatant bait or even more blatant meaningless bump posts.
Which naturally makes this board even more dead, as this pushed any actual discussion away and incentive to start one, but hey, it's not going to be the first imageboard hiro mismanaged into zombie state. 2chan pretty much croaked due to the same techniques that are applied to bluebords, indicating the dumb cunt is unable to figure out he is the problem.
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>>96766536
>>96766612
>>96766596
>on-topic
>about games
>thread filled with good replies, with almost no off-topic shit
Why are you so dedicated to shitting on every non-shitposting thread in this board?
I don't see you faggots in the blatant bait threads like
>>96763437
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>>96766906
Why would I post in a blatant bait thread, you fucking retard? Maybe if you weren't such a fucking faggot and could do anything besides stuff your mouth full of AIDS cocks, you'd realize that threads like these are far worse for the board than whatever stupid bullshit you linked. Take a moment to stop bugchasing and consider why this thread is more deserving of ridicule and gatekeeping than obvious troll posts.

All that to say: kill yourself.
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>>96762567
Kill yourself puckee.
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>>96767032
>on-topic thread about games is worse than off-topic political bullshit
I guarantee you cannot give any real reason for your retardation.
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>>96767071
>WHY AREN'T YOU POSTING IN AND BUMPING THIS OFF-TOPIC POLITICAL THREAD?!?!
>I'M GONNA DO THE VERY THING I COMPLAIN ABOUT AND DERAIL THE THREAD BECAUSE I CAN'T HELP MYSELF! I NEED TO HAVE INTERNET FIGHTS!
God you're fucking stupid. Maybe your critical thinking skills would bounce back if you stopped gulping down HRT and taking pozzed loads up the ass, but you seem like someone that suffered from oxygen deprivation in the womb so that's probably a lost cause.
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>>96767105
>goes on a completely random rant
>doesn't answer the question anyway
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>>96766906
>REEEEE TROLL
Imagine being so fucking obsessed, you patrol entire /tg/ and pick random posts so oyu can claim people pointing DnD is flawed are trolling.
How much free time do you really have, mate. I mean it's clear you don't work and don't play, just to have enough time to patrol, but this is a dedication that just beyond crazy.
"Oh no, this anon said DnD isn't perfect, quick, let's shit my pants about trolls!"
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>>96762505
I like this approach. Sometimes I might extend this to two Checks instead of just one. Using something like D&D 5e.14/5e.24 I would have it so they make a Perception Check and then follow it up with a Stealth check. The Perception check is to see if they notice any traps, guards, hidden alarms, and possibly pathways that could make scouting around harder or easier- then I could give them Neutral [If they succeed], Advantage [If they Critically Succeed], or Disadvantage if they fail] on their following Stealth check, determined by that prior roll.



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