How to Run Stealth Infiltration and Heists

Ойындар

I once had a player tell me, that stealth is useless, because as soon as anyone fails a roll, you have to fight anyhow.
That got me thinking, of how to approach stealth, infiltration and heist scenarios, so that stealth not only becomes a viable option, but to make these kind of games great fun!
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Пікірлер: 4

  • @2plus2isfive
    @2plus2isfive27 күн бұрын

    I like this a lot. I am reminded of the system in black sword hack from the adventure in the book. Particularly the amount of failures for stealth before the guards come based on the lowest Dex stat of the party.

  • @PeculiarNotions
    @PeculiarNotions27 күн бұрын

    Thank you for sharing. These are all reasonable tips and work-arounds. I know it's not popular it give it praise, but D&D 4th edition had the system for skill challenges where players got to contribute by using the things they were good at to try and help the whole group through the encounter. With some slight modification, it can easily be adapted to other game systems that also use skill checks.

  • @ubaldo7227
    @ubaldo722724 күн бұрын

    Great ideas, bro. Thanks for the input. I'll definitely be using them

  • @liandel
    @liandel27 күн бұрын

    Dear Sebbaa and of course dear friends, i'd like to share my point of view and how my group solved the group roll problem. As most of us (i'd guess) we (my group), started rolling everything for everyone. every guard, every player, every terrain blah blah. it took hours upon hours just to conclude a fight on a castle staircase for example. What we did, and especially on the stealth rolls, we rolled as Group. Let me try to explain : If we were a mixed group, then we had a Save of 10. The base one. Normal Guards? 10 save as well. pretty average, pretty fair. If we had a Rogue with us, we would add his Stealth bonus/2. lets say he had a Stealth of +4, it would be a Group save of 12. The idea behind it, someone trained would give pointers to a group. making it safer to move stealthier. Now if the guards had Binoculars, dogs, horses etc we would Subtract. Dogs can smell a group of sweaty adventurers, -3. so we are at 9. etc etc If the group was not mixed, 1 Rogue with 4 Paladins lets say, then we would still reduce the Check. you can of course add the penalty and divide, but its better to do it on the fly imho. Same thing with information gather in cities, the expert would give pointers and the group would spend time asking around. Again, you ask a peasant about the " Hanging yesterday in the square", you are at an advantage. you ask the high Inquisitor, you just made an enemy. Of course this makes sense if you play as group. if you send in just a Rogue, then the group Rolls would be for the Guards e.g. Sebbaa raises a very good point in this video, dont let rolls ruin the experience. keep every fail as a new situation to fix. And believe me i am a big fan of gritty play. As for the heist, i have to say the Token solution is something i have never used. so i will be trying that :D thanks for the videos Dungeon Master. mach's gut

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