The way sneaking is implemented during exploration should be revised in future projects

Dreepa
Level 7
4 months ago (edited)

Sneaking is the ultimate engagement strategy, the benefits are top notch (+1 round with surprised enemies, first attack with advantage, chance to stay hidden on successful stealth roles, etc.)
Sneaking (cautious) is incentivized to be always on in order to adress the player need of not "missing out" on secret doors, footsteps, etc.


This leads to a player behavior of always sneaking, unless one really doesn't care. But playing seriously and properly, it is the way to go. 

So when playing seriously, the game design basically incentivizes that mode to "always on", in turn standardizing movement speed to a crawl, which negatively affects game flow and playability, as waiting times increase for characters to reach destinations, and the general feel of the pace of the game goes down the drain.

Basically the design puts the player into a position of 2 bad choices:

-Player at normal speed and flow, but suffer gameplay disadvantages.

-Play with gameplay advantages, but suffer out-of-game disadvantages (annoyed feelings, waiting times, slow gameplay).

-Besides being annoyed by the sluggish pace, there is no in-game game-play relevant factor to not always be in cautious mode.

This is a bad concept, if the reason to not use it is out-side of game punishment.


Suggestion:
-Stealth should be handled like on the world map travel. Either you suprise the enemy upon encounter, or you don't. Independent of cautious state. Encounter settings could further define if a stealth-start of combat is even possible for that particular encounter.
-Stealth also breaks some encounters in a weird way, where the enocunter is spawned by triggers (presumely portraying an ambush), but the monsters do not see the party when combat starts, because the party is in stealth. 

-Increased perception should not be tied to cautios mode, but instead distance to object. That way finding hidden things is not promoting permanent cautious mode, but instead the player has to actively navigate the characters close to possible secret doors, buttons etc.
This would also increase the player's connection the to leveldesign, as the need is not to just "pass along in cautius mode" but to actively engage in the specifics of the environment.
(e.g. walking 2 or even 1 grid next to the wall that then gets hilighted as a secret door.)




rptb1
Level 4
2 months ago (edited)

Besides being annoyed by the sluggish pace, there is no in-game game-play relevant factor to not always be in cautious mode.

At the tabletop, if my D&D players start insisting that they're "always sneaking" or "always looking for traps" then I start dishing out exhaustion points.  Unfortunately, there are no written rules explaining why you can't do a thing all the time without getting tired.  Passive Perception and Passive Investigation cover the normal level of attention a character can give all the time.

So what would work in Solasta?  Could the characters have a limited quota of cautious time/distance?

I agree that simply burning player time isn't a great mechanic!

DonStefan
Level 3
3 weeks ago

I rarely use cautious in Solasta because of the mentioned tedium. But I also do feel that always sneaking is kinda cheesy. So here's my suggestion:


What if we can assign one "scout" in the party who gets to always stay in cautious mode while staying in the normal speed? That way a scout character can feel awesome without being too cheesy. Let's call it a half-cheesy compromise?

Mister00ps
Level 10
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3 weeks ago

I rarely use cautious in Solasta because of the mentioned tedium. But I also do feel that always sneaking is kinda cheesy. So here's my suggestion:


What if we can assign one "scout" in the party who gets to always stay in cautious mode while staying in the normal speed? That way a scout character can feel awesome without being too cheesy. Let's call it a half-cheesy compromise?

Isn't there already a feat that does what you're describing?


Quoi que tu dises, quoi que tu fasses... I speak bad English... so what?

DonStefan
Level 3
3 weeks ago

I rarely use cautious in Solasta because of the mentioned tedium. But I also do feel that always sneaking is kinda cheesy. So here's my suggestion:


What if we can assign one "scout" in the party who gets to always stay in cautious mode while staying in the normal speed? That way a scout character can feel awesome without being too cheesy. Let's call it a half-cheesy compromise?

Isn't there already a feat that does what you're describing?

I don't think so. But if you find it, let me know. ;)