Kharille wrote:
The stealth vs perception rules were a nice addition. Needed a whole chapter to put in STEALTH and PERCEPTION values for all the creatures in book 4 if I recall correctly. Still, could make it rather complex, and disruptive in a party, when a lone assassin eats up a GM's time whilst everyone else is twiddling thumbs.
Anything that causes the party to split up can be challenging to the GM - how to slice gametime to be fair to all players without neglecting any of them. It's the same in any game system where you have some people good at stealth and others that have to hold back.
There are ways to make Stealth more of a 'group' activity - for example, you get everyone to roll and count the successes/failures and have a threshold at which the whole party is stealthy, regardless of individuals that might have failed (it can be narrated away by the more stealthy characters guiding the others, and warning them when they're about to tread on a dry twig or knock over a vase, etc.)
Making sure everyone has a role in combat, exploring, hiding, and the multitudes of other situations, whilst still ensuring that everyone gets a chance to shine when their character's strengths are in play is a perennial challenge for GMs. It's that challenge (and others) that keeps me inspired to play
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