Stealth and Detection

From The Domains of Dread

The mechanics of stealth and its detection have been changed from vanilla Third Edition sources in The Domains of Dread. When a player enters Stealth Mode they become hidden, unable to be seen through conventional means unless detected. The primary skill for detection is Perception, and stealth likewise Stealth. Any character may detect another character even if they are not in Detect Mode, but being in Detect Mode confers additional benefits. Detect Mode also flatfoots the detector when used. The intended feature to manage walking over running is the !walk chat command.

To perceive a hidden character, the detector passively rolls the following every turn IGT if they are not in Detect Mode and every half to quarter turn (30-15 seconds IRT) if they are depending on their hard ranks in Perception:

d10 + Perception +/- environmental modifiers +/- proximity modifiers +/- miscellaneous modifiers

If their roll beats the DC set by the hidden character’s Stealth skill after any modifiers, that character is permanently revealed to the detector until line of sight is broken. A visual indicator orbits the detected character to clarify that they had been trying to hide to the detector.

Factors of Detection

Common factors which make a hidden character easier or more difficult to spot include:

  1. Ambient light level and light level from held or nearby light sources;
  2. The detector not being in Detect Mode, imposing a -5 modifier;
  3. Ongoing weather, including fog or storms;
  4. Distance from the hidden character;
  5. Noise the hidden character makes from changing held items, equipment, or casting spells;
  6. Whether the hidden character has the benefit of concealment, adding to their DC at a 1:5 ratio up to +10 DC (eg, 100% concealment contributing +10 DC, as would 50% concealment)
  7. Whether the hidden character has been recently detected by the detector;
  8. The present influence of any spells that heighten or lower Perception.