Wait, so I know when people see me but don't see me? OK, I was thinking DM tracking and .... That's ... how are we describing that? It's like the guard's suspicion or alert state relative to your real position goes up (or something, in-game).Dean wrote:tussock wrote:With count-down stealth failure, how do I interact with the enemy who hurts my stealth points? Is that healing? Do I stab the lone guard to regain stealth points? Does my Eddie Murphy routine get me bonus stealthIf a guard hurt your stealth points your options are: try to leave before being discovered, continue on and hope he doesn't hit you again likely discovering you, find a place he can't detect and spend some time staying there quietly to regenerate your stealth points before trying again, or kill the guard. Attacking the guard would force another Stealth check making it more likely that he and any others around detect you. If you pass the check the guard is still aware that he was shot (or whatever) and would react accordingly likely raising alarm or calling other guards. If you killed him in one shot you've now got a body to hide (interacting with an object) so that no one finds him but once you've done that you can just keep going on your mission with one less guard around.Dean wrote:Stealth should be a shallow hp pool that people make attacks against when they try to detect you. The pool should regenerate when it's not being damaged so getting out of sight for a round or two can be a big boon.
So when you're low on stealth points, the guards are poking the bushes you're in (in an abstract sense). But per-character so them "searching your hiding spot" or whatever doesn't hurt your friend at the other end of the corridor. Not looking behind the curtain in game. Well, sort of. It's none too abstract if I can face-stab that one guard.
But if I'm gaming it, it seems like I just try and back off repeatedly until I get the success, and then repeat at each juncture until I can walk out with the MacGuffin. So obviously penalties for retries, and then you just have to kill enough guards each loop to counter the penalties, so ramping penalties for repeats. Then they start crit-fishing, so no crits.
The benefit I see there is degrees of failure on stealth checks, where most of them do not reveal your position or aggro the guard, letting you try something different. Like a game of D&D or something. Levels of stealth if you will, between completely ignorant opponents and them knowing it's you and exactly where you are.
Which I admit is probably easier to write as an abstract pool than a condition track or other mini-game, and those other things also have flaws (too many conditions, cross-referencing everything, mini-games in general). But as I mentioned, I totally tried damage in place of condition tracks for stuff and found easy math like that is just a huge boner-killer for most people.
But thanks, I think I got the idea of it at least.