Mike Mearls worte:
Alas, as happens all too often in RPGs, our stealthy and bluff plan ended in bloodshed.
If there’s one thing I’m tempted to call “broken” in a lot of role-playing games, it’s this. One bad roll out of a series—which is usually pretty likely—spoils the stealthy plan. One bad roll does not spoil the frontal assault. Why even bother trying the stealthy plan?
How can we “fix” that?
- Say it isn’t broken; it’s just the nature of stealthy plans
- Decrease the difficulty of stealth checks to make a bad roll less likely
- Partial credit; tweak the results so that a single bad roll creates a minor setback rather than spoiling the whole plan
- Don’t roll for stealth
- Tweet’s “there is no try” approach