Good afternoon, all! I come to you with a request for some advice on how to run an encounter for my tabletop campaign.
The general idea for the adventure is a "bounty race:" a spy for Gardoula the Hutt had been working in Jabba's inner circle for some time, and he has stolen lots of important information from the crime lord. Unfortunately, when making good his escape, he was revealed (somehow, the details don't matter). Now, he's on the run, and has fled to the wilderness of Onderon.
Every Hutt family is now after this guy; Jabba wants him dead before anyone else can get him, the other Hutt families want him alive so they can extract information from him. Even the Imperials are getting in on the deal. The PCs have had previous dealing with Bargos the Hutt (from the Debts to Pay adventure), and they owe him a favor. Since they've recently run into Imperial trouble, Bargos, who doesn't have the available funds to get in on this race in the normal way, is blackmailing the party with their owed favor and "protection" from the bounty on them as a way to get them to cooperate.
The encounter I'm specifically having trouble with is one that's set to take place after the PCs track down and capture the fugitive. A master bounty hunter, hired by Jabba directly, is going to attack from Extreme range with a tricked out sniper rifle, aiming for the spy, not the party. Because he's so far away, the encounter isn't so much a combat encounter, but one where the PCs are trying to protect their target from someone they can't easily retaliate against. Putting them on the defensive, forcing them to think in a different way than they've normally done.
They will have a chance to know this guy is out there (a rival group of novice bounty hunters is going to approach them and suggest they work together to secure the guy, and then work out the whole "who betrays who" thing once they're sure no one else is gonna steal the prize; this group will know about the master hunter being tapped for this).
The big problem I'm having is working out skill check difficulties at that distance. Obviously, the standard way to do it would be to have the players roll Perception vs. the Bounty Hunter's Stealth when he's getting in position to see if they even realize he's found them, and then to give his initiative some Boosts and theirs some Setbacks when he actually sets up to fire. But the standard Perception vs. Stealth check isn't working out so well in practice; I've made some test rolls, and the party seems to be noticing him about 60% of the time, which doesn't make too much sense considering someone who is very good at Stealth and very far away (over a kilometer).
What I've been doing so far:
1. The party's pool is a group Perception, the highest Perception + highest Cunning, with a Boost for everyone else (PPPBBB);
2. The Bounty Hunter's Stealth sets the difficulty, with 2 Setbacks for his Stalker 2 (CCDDSS);
3. I add 1 additional Setback for the terrain (rocky, hilly, light woods), and 2 additional Setbacks for the distance (extreme).
So, do you think this is a fair way to go about establishing whether they know he's there or not? If not, how should I alter the check? Should I pile a bunch more Setbacks on? I would want to do more than 4 for distance, but I could do that, and maybe add another for terrain. Or should I, instead of adding Setbacks for distance, increase the difficulty instead? Basically make the check Perception vs. Distance, instead of Perception vs. Stealth? Clearly, your skill at not being seen is less useful the further away you are, because you're already so hard to see...Should I make every player in the party roll individually? While that might reduce the odds for any one individual, I think the chances actually go up because of the multiple rolls.
Or should I simply not allow a check? Say that he's too far away for the PCs to reliably have a chance to notice him until he strikes? This is one I'm leery of, because it might make the scene interesting if they happen to notice he's around (not exactly where he is, but at least knowing that they're being followed), I just don't want it to be as easy as it seems to be based on the dice pools I've been testing. Maybe no check unless they actively mention that they're watching for other bounty hunters? But then that feels too much like the traditional "killer GM" problem of, "You didn't say it, so it didn't happen!"
So please, let me know what you think!
Edited by Absol197