Is there a standard bonus or special bonus for sneaking up on someone successfully to attack?
Sneak attack
2 hours ago, TheShard said:Is there a standard bonus or special bonus for sneaking up on someone successfully to attack?
I'm away from my books and can't check but I don't think there is a standard. What I normally do is give a boost dice and if it is the first attack of the encounter I let the sneak attack happen and then I roll initiative.
Everybody still rolls initiative as normal. Normally these are Simple checks (no difficulty dice), however, there's nothing to prevent you from adding difficulty dice to the ambushee, especially if the ambusher got decent results on their stealth roll.
As i said on the duplicate of this thread, i generally allow a free action if the person has successfully used stealth to get in range.
While the topics are similar, they are about different things. One if sneaking up and trying to slice someone's throat... The other is can force sensitives negate stealth with sense
He's referring to the two. duplicate threads in this forum. Not the thread here and the other one in the F&D forum
4 hours ago, whafrog said:Everybody still rolls initiative as normal. Normally these are Simple checks (no difficulty dice), however, there's nothing to prevent you from adding difficulty dice to the ambushee, especially if the ambusher got decent results on their stealth roll.
Ooh, I like this. I've noticed in our games a free turn is a bit too powerful in the higher level sessions.
Didn't notice the double post I'm sorry about that
11 hours ago, TheShard said:Didn't notice the double post I'm sorry about that
No worries, generally part of the problem with double posted threads. ![]()
Adding difficulty to the check of someone who has successfully used Stealth to get into an ambush position is a great idea!
I'd roughly add 1 difficulty die plus 1 per two additional successes on Stealth (vs. Perception), upgrade for a Triumph (with success only), and add setback dice for advantage that the PC didn't want to spend in another way (for a free maneuver, better position, etc). Note that this makes the use of successes to aid another character more costly before an impending ambush!
The other thing I've done is allow the PCs to use their Stealth check as their initiative (especially in place of Cool) if they succeed in overcoming the Perception Check. Again only unused successes count toward initiative (so any they share with someone else they can't count toward initiative- the other successful individuals can still choose to roll Cool for their initiative).
Everything in this game is balanced and no one is defenseless, so here's an idea to manage a sneak attack. It's a skilled assistance check, but with only one character.
For the attacker, you take the higher skill between Stealth and Cool and the higher Characteristic between Agility and Presence then make a Simple inish check.
For the defender, Perception and Vigilance with Cunning and Willpower.
If the attacker wins the inish, they manage to sneak up, engage their prey and attack. No boost dice or added difficulties to the opponent for being suprised. Vigilance is the defense for sneak attacks.
If the prey wins the inish, they had a tingle run up their spine making them turn around and react.
It's fair. Even if a Character used the Force Power Move on an NPC, it'd be a Discipline vs. Resilience check with the Force Dice, or it'd be pointless to build certain skills.
I hope this helps.
Edited by Lonark