Hi all
I've been going big on "sub-systems" recently in my game - going through the different encounter types that FFG have provided us (including slicing encounters, chase encounters, dog-fighting rules, etc.), rejigging some and also designing some new ones.
I'm curious about the idea of Stealth Encounters. Although there's been a lot of adventures that include stealth elements, there hasn't really been anything codified about Stealth usage. For example, if you're sneaking into a building (a fairly standard "Stealth Encounter") do you have to take a Stealth check to get past every single NPC? What if you run into the same NPC twice - do you have to retake the check? What other actions can be taken as part of a Stealth encounter other than just "hide"? Are there any "Stealth Manoeuvres", and if so, what could those be? Is there a mechanic that can be used to factor in noise levels, or guard alertness?
My instinct is that you could design something similar to Chase Encounters - both types of encounters are about trying to get from A to B (by implication, at least), both types of encounters are explicitly about avoiding combat, and both types of encounters require two opposing parties (unlike, say, environmental encounters, which don't require actual enemies). I just wondered whether anyone had any other ideas as to what could work, and what needs to be considered, in creating some rules for Stealth Encounters.
(BTW: I'm looking at the crunchy, base mechanics here. I'm aware that "as the plot demands" is an option, and perhaps the preferred one; I'm just curious to see if there's anything that can be done in this space.)
Thanks in advance.