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The Dresden Files => DFRPG => Topic started by: Sanctaphrax on March 08, 2015, 04:17:28 AM

Title: Fighting While Hidden
Post by: Sanctaphrax on March 08, 2015, 04:17:28 AM
Recently, in a game I GM, there was a fight scene in which many of the combatants entered combat under a veil. And I wasn't quite sure how to handle that rules-wise. I slapped together a workable set of rules for that scene, but now that it's over I'd like to come up with something more solid.

So that's what this thread is for. This is a work in progress, so I'd quite like to get some community input here.

Here's what I've got:

You become hidden by creating a veil or taking an action to make a Stealth roll. Record the strength of your veil or your Stealth roll when you become hidden. That's your hiddenness.

A hidden character stops being hidden if they take an obvious action like a melee attack, casting a spell, throwing something, or trying to grapple someone. Subtle-ish ranged attacks (like with a gun or a bow), sprinting, and other actions that don't make your location totally obvious just reduce your hiddenness by 1. Really subtle actions, like aiming, don't reduce your hiddenness at all.

When you attack or maneuver against someone who's hidden, they can apply their hidden value as a block against your attack. If they do, your Alertness modifies whatever skill you used. Regardless, if you succeed they are no longer hidden. If it turns out that they're not in range of your action you can use a supplemental move to get closer, and if that's not enough your action fails. But they're still revealed.

(Yes, this means that someone with high Weapons/Fists/Guns and low Alertness can find hidden people. I figure Weapons/Fists/Guns includes some tracking-the-enemy-in-battle stuff, because real fighting skills require that stuff...)

So yeah, that's what I've got. Not totally pleased with it. In particular, I think maybe Speed should let you make melee attacks and move without revealing yourself. It has some stealth applications, after all.

Also, it should probably be possible to ambush people if you're hidden. But I don't want it to be easy, because ambushes are deadly.

Thoughts?
Title: Re: Fighting While Hidden
Post by: sdfds68 on March 08, 2015, 07:56:00 AM
Since a veil is a spell, doesn't it have duration built into it?

Because if that's the case, the veil would stay up when the attacker is attacking, just like any other block made with spellcasting powers, right?

I don't think reducing 'hiddenness' is the best way to handle subtle actions from stealth. If somebody wants to do something stealthily, then if it doesn't seem like it would break stealth, they just do it. Less bookkeeping, since that way stealth can just be treated as a block.

Finally, if you've got a veil up before attacking something, you probably just get to ambush them if they didn't notice you were there. Surprise attacks are easy if you're the Invisible Man. Or the invisible demons about chew my face off.
Title: Re: Fighting While Hidden
Post by: Haru on March 08, 2015, 09:48:18 AM
Well, I think the easiest way to go would be to let the veiled characters do an ambush attack against the non-veiled and if anyone survives, treat it as a regular conflict.

Otherwise, I'm kind of reminded of the first annual ninja conference.
(click to show/hide)

If there's only 2 sides and they are veiled, roll alertness to pierce the veils. Then there are basically 3 ways this can go:

1. Nobody sees each other.
This basically means that nothing is going to happen. Each party might as well proceed as if nothing happened. Of course they might know of each other and simply not know where they are, in that case it's a case of playing chicken. Someone has to do something first, or you stay locked in a stale mate. You could have a contest to see who caves first or alternately who gets a bonus for going first, depending on how you want to frame it.

2. One side sees the other.
This can be handled like an ambush. You can't defend against what you can't see. If you only can't see but know someone is there, you could grant a free invoke on the "veiled" aspect on the first attack as a middle ground. After that, it's conflict as usual.
If the party that's still veiled doesn't want to fight, you could go for a conflict to sneak around vs. pierce the veil.

3. Everyone sees each other.
Nothing much to do, just roll initiative and have at it.

Basically, a veil is going to prevent a conflict from ever forming, if it is kept up. I would go for a different kind of mechanic until it becomes a conflict.

Veils during a conflict can simply be resolved as blocks. It might be a bit weird to "block" a gunshot with a veil, but it's also weird to "see" someone with a gunshot. That's just the level of abstraction the system is working at. If you want to use a veil to get out of a conflict, I'd say that's a concession. Though if you go straight for a veil, you might as well resolve the situation with something other than a conflict.
Title: Re: Fighting While Hidden
Post by: killking72 on March 08, 2015, 10:11:01 AM
Couple of ways to do this.

1: The initial go of combat I would let the people use the strength of their veil as pretty much their roll for stealth like other blocks. ex. Generic Magical block 5b gives you 3 shifts, so that's all you get.
So 1 is an extremely powerful way to go about it

2: Now for doing the maneuvers or subtle actions like you said. The aiming or any other roll that requires you to see the target, you either have to take the -2 from the veil or the mage has to have that in his veil cost. People wanting to throw stuff out of your veil should be allowed as long as it isn't major (see Changes). Attacks would still take down the veil. I think the only way to balance attacking out of a veil would be this example.
ex. You want to throw a rock with weapons value 0. You lean back to toss the rock and roll (effective 5 aim). The mage has to roll discipline to keep the veil up against those shifts since the act of throwing it would disrupt the veil unless he could control it. The reasoning is because you cant underhand toss a rock and expect to do any damage so you really have to wind up and chuck it. Whole body moving for the chuck could disrupt the veil.

3. Attack skill modified by alertness makes sense. BUT I wouldn't make the shifts added by alertness add into extra damage. Just use it for figuring out if the veil is down or not.
Title: Re: Fighting While Hidden
Post by: Sanctaphrax on March 08, 2015, 08:11:24 PM
To be clear: I'm not talking about assassinations or anything like that here. I'm talking about regular fights, except some of the participants are invisible or hiding.

Since a veil is a spell, doesn't it have duration built into it?

Because if that's the case, the veil would stay up when the attacker is attacking, just like any other block made with spellcasting powers, right?

Veils are sometimes spells and sometimes not spells. And Stealth rolls are pretty much never spells.

Regardless of the reason people don't know where you are...attacking them is going to give them some clues. And that's a good thing, because being hidden is really powerful.

That's also why I don't want to give automatic ambushes to hidden folks. It's too strong. And anyway, if there's a fight on their guard is probably up even if they can't see you.

Basically, a veil is going to prevent a conflict from ever forming, if it is kept up. I would go for a different kind of mechanic until it becomes a conflict.

Yes, everything is simple enough until it becomes a conflict. This thread is about what happens once the conflict starts.

Veils during a conflict can simply be resolved as blocks. It might be a bit weird to "block" a gunshot with a veil, but it's also weird to "see" someone with a gunshot. That's just the level of abstraction the system is working at.

So you'd let people know where their veiled opponents are, even if they can't see them?

The thing is, a block only stops actions. It doesn't hide any information. Veils and Stealth, in theory, do.

3. Attack skill modified by alertness makes sense. BUT I wouldn't make the shifts added by alertness add into extra damage. Just use it for figuring out if the veil is down or not.

Why not? If they're relying on invisibility to protect them, your ability to find them should affect how much damage you can do to them.

ex. You want to throw a rock with weapons value 0. You lean back to toss the rock and roll (effective 5 aim). The mage has to roll discipline to keep the veil up against those shifts since the act of throwing it would disrupt the veil unless he could control it. The reasoning is because you cant underhand toss a rock and expect to do any damage so you really have to wind up and chuck it. Whole body moving for the chuck could disrupt the veil.

I don't like the idea that a more skilled attack is harder to conceal. And having a mage roll Discipline is only appropriate when you're dealing with a spell veil, which isn't the only or even the main situation in question here.
Title: Re: Fighting While Hidden
Post by: Taran on March 08, 2015, 08:17:02 PM
1. I don't think alertness should modify your attack.  It should RESTRICT.  You should never get a bonus to attack someone who's invisible.

2.  Obviously, if the veiled party doesn't do anything to bring attention to themselves, there won't be an issue.  Either you spot them (and conflict ensues) or you don't (and they sneak by or try to ambush  you).

2. Spellcasting veils drop as soon as they are pierced.  Glamours do not, so they add the complications.  This is where the issue is.  In the game we played, both sides were veiled, Meanwhile, illusions of everyone were up.  So while it looked like two groups having a polite discussion, we were all trying to out-maneuver each other.  When the fight happened, only some of the people fighting knew who were illusions and where the veiled people were.  They veiled people were using the illusions to keep their attacks hidden.  Many of the attacks were mental, so they wouldn't necessarily be obvious anyways.

3.  How I like to treat a veil is similar to a Grapple, where narratively appropriate actions break the veil.  Just because someone behind a glamour shoots you, doesn't necessarily make you visible.  You could shoot, then change zones with a supplemental (or multiple zones with speed powers).  So, while everyone thinks the shot came from the Grassy Knoll (which it may have), it doesn't mean you'll still be there when people are shooting back.

So, getting back to the Grapple:  narratively appropriate means that you, mechanically, have to spot the target (using a perception based skill).  Otherwise, attacking and hitting doesn't reveal the target - it just lets you hit them.  So the veil acting as a block just represents people swinging or shooting blindly and getting lucky, grazing hits.

If you want to take down the veil, you have to spend your action to make and make a successful Investigation or Alertness roll.  You can use declarations like "I saw a muzzle flash from the grassy knoll!"  to boost your roll.  Otherwise you just fire blindly at the knoll.  If the enemy is still there, they use their dodge or the veil (whichever is higher), or if they moved, you automatically miss.

I also like to do the following:  If you do something obvious, everyone gets a free awareness to see you(without having to spend an action).  So, the more often you do obvious things, the higher the chances are that you're going to get seen.

I like the idea of chipping away at a veil though.  What if you could have a successful attack lower the total of a veil (making it easier for everyone to see you).  Kind of like a ward.

Example:  veil strength 5. 
I roll a weapons of 7 restricted by alertness = 6

I can choose to do damage 1 shift + weapon damage

or I can take that shift and have it lower the veil to 4.  Narratively, the person is trailing blood, or something similar making it easier to spot them.  You'd need to spend another action to re-veil yourself, if you wanted to get it back to 5.
Title: Re: Fighting While Hidden
Post by: sdfds68 on March 08, 2015, 11:03:40 PM
Veils are sometimes spells and sometimes not spells. And Stealth rolls are pretty much never spells.

If it's not a spell, then it's just an ordinary block or maneuver, not matter how many weird powers or declarations or whatever are involved. If it is a spell, it runs out at some point.

Quote
Regardless of the reason people don't know where you are...attacking them is going to give them some clues. And that's a good thing, because being hidden is really powerful.

Perhaps I don't understand what you mean by 'being hidden.' What mechanics are you referring to that allow characters to 'hide' besides spellcasting and the stealth skill?

Quote
That's also why I don't want to give automatic ambushes to hidden folks. It's too strong. And anyway, if there's a fight on their guard is probably up even if they can't see you.

Hidden folks do not have automatic ambushes. You have to roll to set up an ambush with the stealth skill, and that is going to be opposed by whomever you're trying to hide from. But some people could repeatedly ambush during a fight if they have a way to hide themselves even during combat, such as spending enough fate points or have an appropriate stunt/power.

A GM doesn't have to allow this, and can certainly houserule that this type of behavior isn't allowed, but as far as I know it's just part of the system.
Title: Re: Fighting While Hidden
Post by: Taran on March 08, 2015, 11:12:33 PM
If it's not a spell, then it's just an ordinary block or maneuver, not matter how many weird powers or declarations or whatever are involved. If it is a spell, it runs out at some point.

Perhaps I don't understand what you mean by 'being hidden.' What mechanics are you referring to that allow characters to 'hide' besides spellcasting and the stealth skill?

Spells create blocks maneuvers.  So it's almost irrelevant whether the veil comes from a spell or not. 

A veil is specifically a block on Perception - regardless whether or not it's created by a glamour, spell or stealth.

The difference between a spell and a glamour/stealth is that, regardless of duration, once you overcome a spell block, it goes away.  This is not necessarily so with a glamour.

Hidden folks do not have automatic ambushes. You have to roll to set up an ambush with the stealth skill, and that is going to be opposed by whomever you're trying to hide from. But some people could repeatedly ambush during a fight if they have a way to hide themselves even during combat, such as spending enough fate points or have an appropriate stunt/power.

A GM doesn't have to allow this, and can certainly houserule that this type of behavior isn't allowed, but as far as I know it's just part of the system.

This is a matter of interpretation.  They say a veil replaces your stealth....but a veil does not necessarily give you the "AMBUSH" trapping of stealth.

Your GM may still adjudicate that you have to make a Stealth skill check for an ambush, even if your veil is of epic calibre....

Some people just let the veil determine the quality of an ambush.
Title: Re: Fighting While Hidden
Post by: sdfds68 on March 08, 2015, 11:49:20 PM
Spells create blocks maneuvers.  So it's almost irrelevant whether the veil comes from a spell or not. 

A veil is specifically a block on Perception - regardless whether or not it's created by a glamour, spell or stealth.

The difference between a spell and a glamour/stealth is that, regardless of duration, once you overcome a spell block, it goes away.  This is not necessarily so with a glamour.

A spell made block has a built in time limit, due to persistence. A block made 'with' glamour isn't made by the power, it's made a skill roll. After it's been overcome, the block is gone, but the narrative power of the glamour is still present.

Someone using glamour would still need to make skill rolls to make a new block versus perception, but they wouldn't need a narrative reason to explain why this is possible, unlike someone with just a stealth skill, because they can rely on their spent refresh to cover that.

Quote
This is a matter of interpretation.  They say a veil replaces your stealth....but a veil does not necessarily give you the "AMBUSH" trapping of stealth.

Your GM may still adjudicate that you have to make a Stealth skill check for an ambush, even if your veil is of epic calibre....

Some people just let the veil determine the quality of an ambush.

I don't understand. A trapping is part of the skill. How you can replace the skill without also replacing all of the trappings?

Also, how is a veil not a skill roll or spell?
Title: Re: Fighting While Hidden
Post by: Taran on March 09, 2015, 12:16:02 AM
A spell made block has a built in time limit, due to persistence. A block made 'with' glamour isn't made by the power, it's made a skill roll. After it's been overcome, the block is gone, but the narrative power of the glamour is still present.
I can't argue with the glamour.  I find it a bit hazy, mechanically.  I use them like any other skill block.  I allow a block created by a skill to stay as long as its narratively appropriate.

But spell blocks go away after they are overcome, regardless of persistence:
(click to show/hide)

Someone using glamour would still need to make skill rolls to make a new block versus perception, but they wouldn't need a narrative reason to explain why this is possible, unlike someone with just a stealth skill, because they can rely on their spent refresh to cover that.

If someone spots you, I usually say that you can be seen.  Other people still may not know where you are.  If you want the person who spotted you to not be able to see you anymore, you'd need to "re-hide".  Which is another skill check and appropriate justification.  I agree, glamours makes justification way easier than stealth.  With a spell, if someone spots you, it ruins the spell so everyone can see you...which I find strange, but that seems to be the rules.  But you can just cast another spell and be veiled again without needing any other justification.

I don't understand. A trapping is part of the skill. How you can replace the skill without also replacing all of the trappings?

Well, just because I know how to hide, it doesn't mean I know how to Ambush.  And a veil isn't making you sneaky, it's just magically making you invisible...so  It makes it hard for others to see/hear you but doesn't imbue you with the ability to be sneaky.    (that said, it depends on the type of magic you use...maybe it does make you sneakier, but I see that as thaumaturgical skill replacement rather than the realm of evocation/glamour)

Mechanically, ambush is a skill trapping of stealth.  If you have high stealth, you can do all the trappings of stealth, including ambushing creating a block on perception. (at your skill level)

A spell veil or glamour is a only block on perception.  It doesn't give you access to any other skill trappings.

Also, how is a veil not a skill roll or spell?

A veil is not a skill roll or a spell.  It's a block on perception:  You can create that block via a skill roll (using stealth or deceit/discipline, if you have glamours); or via a spell.
Title: Re: Fighting While Hidden
Post by: sdfds68 on March 09, 2015, 12:52:41 AM
I'm sorry, I've been arguing while under some misconceptions about the rules. I assumed that ambushes were 'free' whenever someone successfully managed not to be noticed by other characters, rather than being a trapping of a specific skill. I also assumed that evocation allowed skill replacement on the fly, which is definitely not in YS.
Title: Re: Fighting While Hidden
Post by: Haru on March 09, 2015, 12:54:34 AM
Yes, everything is simple enough until it becomes a conflict. This thread is about what happens once the conflict starts.
I was trying to answer that, apologies if it wasn't clear. We are in agreement that veils in conflict can complicate things. My solution is to not start a conflict until all veils are resolved or break a conflict if a veil becomes predominant. That way the two never meet and don't make any problems.

So in your example of everyone going into the fight veiled, I would not start that fight as a conflict but first do, for example, a contest to resolve the veils. Depending on how that goes, I would award benefits to the victorious parties and then move on with a regular conflict.

Quote
So you'd let people know where their veiled opponents are, even if they can't see them?
Well, sort of. I don't have a problem with the players knowing, and I can veto any directed action that the character wouldn't have enough knowledge to do (though they might get lucky by spending a fate point). But zone attacks, for example, are seldom a problem and that's usually the solution people come up with to deal with a veiled foe.

I also don't let people do very much while under a veil. You can cower there for as long as you like, but you won't be able to do anything either. If nobody can do anything we are at a stalemate and I would break the scene to solve it another way. Probably hold a short contest and give an ambush like bonus to the victor.
Title: Re: Fighting While Hidden
Post by: Taran on March 09, 2015, 01:21:47 AM
I'm sorry, I've been arguing while under some misconceptions about the rules. I assumed that ambushes were 'free' whenever someone successfully managed not to be noticed by other characters, rather than being a trapping of a specific skill. I also assumed that evocation allowed skill replacement on the fly, which is definitely not in YS.

Well, I wouldn't say they are total misconceptions.

Ambushes are a trapping of stealth but, as I mentioned earlier, many GM's use any kind of stealth equivalents (veils created by spell or glamours) to justify an ambush round.

Regarding Skill replacement and evocation: one of Elain's "Hyperawareness" spell in YS explains how a GM could allow the power of the spell to work as an initiative roll...but it's pretty clear that it's not the norm.  That's the realm of thaumaturgy or evothaum....

Quote from: Haru
I also don't let people do very much while under a veil. You can cower there for as long as you like, but you won't be able to do anything either. If nobody can do anything we are at a stalemate and I would break the scene to solve it another way. Probably hold a short contest and give an ambush like bonus to the victor.

I like the idea of fighting while Invisible.  Isn't that what the skinwalker did to Harry?
Title: Re: Fighting While Hidden
Post by: Sanctaphrax on March 09, 2015, 05:40:53 AM
1. I don't think alertness should modify your attack.  It should RESTRICT.  You should never get a bonus to attack someone who's invisible.

Under the rules I proposed, it would never be easier to hit an invisible person. You only use Alertness to modify if they replace their defence roll with the block, which they won't do unless it's better. And modifying can only add 1.

3.  How I like to treat a veil is similar to a Grapple, where narratively appropriate actions break the veil.  Just because someone behind a glamour shoots you, doesn't necessarily make you visible.

With a grapple, "narratively appropriate actions" basically means any actions taken by the grappled person. Because narrating is easy.

Similarly, people could pretty much always justify their actions while veiled as not revealing their position. And that's a problem, since veils are powerful enough already.

I like the idea of chipping away at a veil though.  What if you could have a successful attack lower the total of a veil (making it easier for everyone to see you).  Kind of like a ward.

Example:  veil strength 5. 
I roll a weapons of 7 restricted by alertness = 6

I can choose to do damage 1 shift + weapon damage

or I can take that shift and have it lower the veil to 4.  Narratively, the person is trailing blood, or something similar making it easier to spot them.  You'd need to spend another action to re-veil yourself, if you wanted to get it back to 5.

That would make veils really really powerful.

With a spell, if someone spots you, it ruins the spell so everyone can see you...which I find strange, but that seems to be the rules.

Presumably they tell people where you are. And once people know where you are, it's easy for them to track your movements.

I was trying to answer that, apologies if it wasn't clear. We are in agreement that veils in conflict can complicate things. My solution is to not start a conflict until all veils are resolved or break a conflict if a veil becomes predominant. That way the two never meet and don't make any problems.

So what if someone decides to attack someone who can't see them? Say two groups of soldiers are fighting. One member of one group is hidden in a sniper post, and one member of the other group is wearing an invisibility cloak enchanted item that provides a veil. Nobody sees through the stealth attempts before the shooting starts.

Do you arbitrarily prevent the hidden fighters from participating? Do you give them one free ambush and then declare them visible? Do you declare them visible, but with some Aspect tags?

I also don't let people do very much while under a veil. You can cower there for as long as you like, but you won't be able to do anything either.

How does the veil prevent you from acting?

Are you trying to say that the veil just fails if you do much under it?
Title: Re: Fighting While Hidden
Post by: Taran on March 09, 2015, 11:21:43 AM
Under the rules I proposed, it would never be easier to hit an invisible person. You only use Alertness to modify if they replace their defence roll with the block, which they won't do unless it's better. And modifying can only add 1.

It's easier if you're getting a +1 to your weapons value when you'd normally get a +0 if they were visible.  And just because they're using their veil to dodge, doesn't mean they're harder to hit:  Maybe their dodge is better but they just rolled poorly.  Or maybe you'd be able to hit them anyways, despite the veil.  You shouldn't be able to hit them harder because they're invisible.

With a grapple, "narratively appropriate actions" basically means any actions taken by the grappled person. Because narrating is easy.

You adjudicate grapple differently than I do, so I guess it's not a good example.  I don't necessarily let successful attacks break a grapple. 

Similarly, people could pretty much always justify their actions while veiled as not revealing their position. And that's a problem, since veils are powerful enough already.

You've misunderstood and have what I'm saying backwards.  In the analogy, the veiled people are the grapplers, not the grapplees.  So it's the people trying to find the veiled target who need the narrative justification, not the other way around.

That would make veils really really powerful.
Allowing a veil to stick around after someone attacks makes it more powerful but not moreso than a regular block.

I'm just saying that you should need a perception check to bring it down instead of another type of
action.

Presumably they tell people where you are. And once people know where you are, it's easy for them to track your movements.

Yeah, that's kind of the assumption I make but then glamours should work the same way.

So what if someone decides to attack someone who can't see them? Say two groups of soldiers are fighting. One member of one group is hidden in a sniper post, and one member of the other group is wearing an invisibility cloak enchanted item that provides a veil. Nobody sees through the stealth attempts before the shooting starts.

Here's a suggestion that might be simpler.

If you are veiled, no-one can shoot you except with zone-wide attacks because they don't know you are there and can't target you.

Once you attack, you can be targeted.  You can use the veil to dodge(take your dodge or veil, whichever is higher).  If you used the veil to defend, it goes away - whether the attack hits or not.  You've given away your position, but your hiddenness was enough to dodge(or almost dodge) that last attack.

It makes them marginally useful but not overpowered in a combat situation. Being veiled can save your skin...but only once.  They're mostly for out-of-combat situations. 

For attacking while veiled, instead of tracking a hiddeness factor, just give people free chances to spot you when you attack.

Options:
1. a)Once one person spots you, the veil is gone (easiest)
    b)Once one person spots you, the veil no longer applies to that person, but still applies to everyone else who failed to spot you.(bookkeeping)

2.  a) Every time you attack, everyone gets a chance to spot you for free
     b) If they fail to spot you at the beginning of the combat, they get no more free alertness checks.  They either have to spend an action or invoke an aspect to spot try to spot you for free.

I think it works well for the cloak of invisibility guy but maybe not the sniper.  You need to spot a sniper before you can target him at all, even when he's shooting...but that just may be a distance thing.  A good sniper is going to be at least 3 zones away, so you'd need another sniper to hit him(or a speed power)...but that's why snipers constantly change positions.

I wonder if number of zones should be a factor?  I remember playing Battlefeild and having a sniper picking people off.  You're hiding behind cover waiting for shots, trying to spot the muzzle-flash.  You can't just shoot him because you don't even know what zone he's in.
Title: Re: Fighting While Hidden
Post by: Taran on March 09, 2015, 02:47:24 PM
Double post: regarding speed powers.

What if, when you attack, you have to make a reflexive stealth roll based on a static difficulty (let's say the highest enemy's alertness).  If you fail, you become visible.

Or, if you're using a hiddenness factor, succeeding the stealth roll means your hiddenness doesn't drop.

- It makes stealth important, even when using magic or glamours and prevents high shift veils from getting over-powered
- It lets speed powers lower the difficulty based on the stealth trapping. 
     Inhuman speed would drop the difficulty be 2 shifts
     Superhuman by 4
     Mythic drops it to 0

Faster creatures stay hidden more easily.

Just a suggestion you may want to incorporate into whatever method you choose.

Regarding Ambushes:  you could just limit it to the stealth skill.  Allow veils to add an aspect "veiled" to the final ambush roll to boost the difficulty to spot it.

Once everyone is aware, you can no longer ambush.
Title: Re: Fighting While Hidden
Post by: Quantus on March 09, 2015, 04:32:31 PM
I usually hate to add complication, but it may be necessary to differential the types of veils.  Per the novels veils (and all illusions really) can be either mental (ie. dont notice me) or physical (ie I dont reflect light for your eyes to pick up).  The first kind is far more binary, you are either Aware of the veiled person or not, and once you gain awareness things play out normally.  By contrast the more physical "brute force" veils block each sense individually, but just because you are aware does not mean you can circumvent. For example:   I can know that an invisible person is present in the room, and even maybe know exactly where they are via footprints or something, but they still have an advantage when it comes to punching me in the face because I cannot see the fist itself coming.  If, however, I am a very talented boxer, say, I might be more able to guess based on the shifts of weight, etc. in the footprints.  How many of the senses the veil covers will affect it too, and differently based on the sensory nature of the detector. 

What if comes down to is if Awareness alone will invalidate teh stealth entirely, or if it can add continuing benefits
Title: Re: Fighting While Hidden
Post by: potestas on March 10, 2015, 01:55:22 AM
Remember what the Malk could do. He basically attacked from a permanent veil. His victims would disappear into it.Lots of noise and some crunching and out came the remains. If a wizard can create one that strong and maintain it I doubt their would be much of a fight. I think sight makes a veil useless though. I dont think you should down play it its nasty business not being able to see your foes.
Title: Re: Fighting While Hidden
Post by: potestas on March 10, 2015, 02:07:24 AM
I usually hate to add complication, but it may be necessary to differential the types of veils.  Per the novels veils (and all illusions really) can be either mental (ie. dont notice me) or physical (ie I dont reflect light for your eyes to pick up).  The first kind is far more binary, you are either Aware of the veiled person or not, and once you gain awareness things play out normally.  By contrast the more physical "brute force" veils block each sense individually, but just because you are aware does not mean you can circumvent. For example:   I can know that an invisible person is present in the room, and even maybe know exactly where they are via footprints or something, but they still have an advantage when it comes to punching me in the face because I cannot see the fist itself coming.  If, however, I am a very talented boxer, say, I might be more able to guess based on the shifts of weight, etc. in the footprints.  How many of the senses the veil covers will affect it too, and differently based on the sensory nature of the detector. 

What if comes down to is if Awareness alone will invalidate teh stealth entirely, or if it can add continuing benefits

what he said is important how the spell is worded or the intention of the caster makes all the difference in the game/books. Molly can do almost anything with her veil while Harry couldn't for the longest time. Niether of them seem to spend much time wording out what they want, they know it and it happens.

 I know what players mean when they want to create one basically they are looking for cover that allows them not to be detected while the spell lasts. You might want them to spell it ut to you a few times but it wouldnt be fair if you look for loop holes in his defense or ambush if you understand what he means. A player is looking for just that advantage and since hes playing a skilled mage he would know how to conjure it to his benefit. Using game rules to undermine the players intention smacks of foul play.Magic is supposed to be powerful and anyone who wields it holds a huge advantage over those who dont.
Title: Re: Fighting While Hidden
Post by: Sanctaphrax on March 10, 2015, 03:21:47 AM
Random question before I get to responding: does anyone apply the "2 extra shifts for transparency" thing to Glamours veils? And how many of you actually remember to do that with Evocation veils?

It's easier if you're getting a +1 to your weapons value when you'd normally get a +0 if they were visible.  And just because they're using their veil to dodge, doesn't mean they're harder to hit:  Maybe their dodge is better but they just rolled poorly.

Suppose someone's defence roll is a 3 and their veil strength is 4. I have Weapons 3 and Alertness 4. I attack, rolling a +0.

If they weren't veiled, I'd hit them with no extra shifts. Since they are...I also hit them with no extra shifts. This is the worst case scenario for the veil-haver, I think.

You adjudicate grapple differently than I do, so I guess it's not a good example.  I don't necessarily let successful attacks break a grapple.

Really? I think my interpretation is a pretty literal reading of the book. Not seeing much room for interpretation there.

You've misunderstood and have what I'm saying backwards.  In the analogy, the veiled people are the grapplers, not the grapplees.  So it's the people trying to find the veiled target who need the narrative justification, not the other way around.

Oh, I see.

Allowing a veil to stick around after someone attacks makes it more powerful but not moreso than a regular block.

Well, that depends somewhat on how you handle ambushes and hidden information and stuff. But my main problem with persistent veils is that lasting veils are not very hard to get. I don't want Glamours to give your entire team a Superb shield all the time.

And then of course there are thaumaturgical veils, which are even scarier. Though the GM has a lot of leeway there, and can shut down shenanigans.

Yeah, that's kind of the assumption I make but then glamours should work the same way.

Yeah, it should.

Here's a suggestion that might be simpler.

If you are veiled, no-one can shoot you except with zone-wide attacks because they don't know you are there and can't target you.

Once you attack, you can be targeted.  You can use the veil to dodge(take your dodge or veil, whichever is higher).  If you used the veil to defend, it goes away - whether the attack hits or not.  You've given away your position, but your hiddenness was enough to dodge(or almost dodge) that last attack.

It makes them marginally useful but not overpowered in a combat situation. Being veiled can save your skin...but only once.  They're mostly for out-of-combat situations. 

For attacking while veiled, instead of tracking a hiddeness factor, just give people free chances to spot you when you attack.

Options:
1. a)Once one person spots you, the veil is gone (easiest)
    b)Once one person spots you, the veil no longer applies to that person, but still applies to everyone else who failed to spot you.(bookkeeping)

2.  a) Every time you attack, everyone gets a chance to spot you for free
     b) If they fail to spot you at the beginning of the combat, they get no more free alertness checks.  They either have to spend an action or invoke an aspect to spot try to spot you for free.

I think it works well for the cloak of invisibility guy but maybe not the sniper.  You need to spot a sniper before you can target him at all, even when he's shooting...but that just may be a distance thing.  A good sniper is going to be at least 3 zones away, so you'd need another sniper to hit him(or a speed power)...but that's why snipers constantly change positions.

I wonder if number of zones should be a factor?  I remember playing Battlefeild and having a sniper picking people off.  You're hiding behind cover waiting for shots, trying to spot the muzzle-flash.  You can't just shoot him because you don't even know what zone he's in.
Double post: regarding speed powers.

What if, when you attack, you have to make a reflexive stealth roll based on a static difficulty (let's say the highest enemy's alertness).  If you fail, you become visible.

Or, if you're using a hiddenness factor, succeeding the stealth roll means your hiddenness doesn't drop.

- It makes stealth important, even when using magic or glamours and prevents high shift veils from getting over-powered
- It lets speed powers lower the difficulty based on the stealth trapping. 
     Inhuman speed would drop the difficulty be 2 shifts
     Superhuman by 4
     Mythic drops it to 0

Faster creatures stay hidden more easily.

Just a suggestion you may want to incorporate into whatever method you choose.

Regarding Ambushes:  you could just limit it to the stealth skill.  Allow veils to add an aspect "veiled" to the final ambush roll to boost the difficulty to spot it.

Once everyone is aware, you can no longer ambush.

I like these ideas.

I'd prefer to avoid rolling multiple times per turn, but it might be the most elegant solution here...

I usually hate to add complication, but it may be necessary to differential the types of veils.

I also hate to add complication. And I think treating all veils the same way, with a bit of Aspect stuff to smooth the edges, ought to work well enough.
Title: Re: Fighting While Hidden
Post by: Taran on March 10, 2015, 04:07:38 AM
Random question before I get to responding: does anyone apply the "2 extra shifts for transparency" thing to Glamours veils? And how many of you actually remember to do that with Evocation veils?
no 2 shifts for glamours.

I use the 2 shifts for regular veils, although, I've never seen those translucent veils actually hinder anyone.  What do you need to spot if you're invisible?  It almost never comes up.  If it came down to it, I'd have it apply as a block to attack someone in an ambush.

Suppose someone's defence roll is a 3 and their veil strength is 4. I have Weapons 3 and Alertness 4. I attack, rolling a +0.

If they weren't veiled, I'd hit them with no extra shifts. Since they are...I also hit them with no extra shifts. This is the worst case scenario for the veil-haver, I think.

Suppose the veil is 5 and the attack is 5 and their dodge is 6

Without the veil, the attacker misses.

With the veil, the attacker gets a +1 (due to high alertness) and hits the guy who dodged at 6.

You could say it only modifies IF the person chooses to use the veil to defend...but the person won't know which to use until he actually rolls a dodge and it's just easier for an attacker to know all the bonuses and penalties before they roll.

Really? I think my interpretation is a pretty literal reading of the book. Not seeing much room for interpretation there.

I think it's actually hard to break a grapple unless you devote an action to get free or actually attack the person grappling you in a way that makes narrative sense to escape.  I think most people adjudicate it as easy and let pretty much any action break the grapple.  (but I digress)

Well, that depends somewhat on how you handle ambushes and hidden information and stuff. But my main problem with persistent veils is that lasting veils are not very hard to get. I don't want Glamours to give your entire team a Superb shield all the time.

Making ambushing strictly the domain of stealth will alleviate that problem.  To boot, I'm pretty sure the description mentions making preparations - but I could be misremembering

I also hate to add complication. And I think treating all veils the same way, with a bit of Aspect stuff to smooth the edges, ought to work well enough.

Going with simple.  Let's get back to basics

Veils are blocks on perception.  As soon as you have reason to believe that someone is invisible and start attacking them, you are no longer using perception.  The veil is now a block vs attacks with the veil being the narrative fluff for why you miss.

With that in mind, how are blocks vs attacks adjudicated in combat?

Spell blocks, need duration.  Any skill block, only lasts one exchange.

If someone is veiled and no-one notices them, it's the veil vs alertness/investigate.  These types of actions tend to last an entire scene.  Glamours are just 'up' and you roll your stealth as a reaction to alertness checks.

As soon as you do something to bring attention to yourself, the conflict(and the mechanics) have changed slightly.  People are attacking you and your veil is now blocking attacks.  Combat time is measured in exchanges and so are your spells.  Your glamour would require you to maintain it every exchange(with an action) if you wanted it to be a block on attacks.

In the conflict where this was an issue, the character, Martin, would have had to spend an action every round to maintain his glamour (and the block on attacks) while everyone else did their thing.  Pretty easy to adjudicate:  he's maintaining a block and everyone else is acting normally...but they're invisible and therefore harder to hit.  No real need for special rules.  Assuming you let glamours veil multiple people in a combat...which it may not.  Greater Glamours may be able to do this.  Spells definitely can, but it costs 2 extra shifts.  At the moment the conflict changes, give them one exchange of duration on whatever effect they have and let them persist if they like.

If you actually wanted to re-hide(disengage from combat), you might need to create a maneuver and tag for effect(or something).  So people would have to look for you again.  But you couldn't just attack without revealing yourself again.

It's not a concrete mechanic...just food for thought...but it solves the problem with persistent veils.
Title: Re: Fighting While Hidden
Post by: Mr. Death on March 10, 2015, 05:13:21 PM
One of my players has a pixie with glamours, so this does come up often. What I usually do is treat the veil as a maneuver when used offensively -- i.e., if the pixie veils a cop, the cop can tag that maneuver to boost his attack (or tag for effect to get a mini-ambush effect).
Title: Re: Fighting While Hidden
Post by: Theogony_IX on March 10, 2015, 05:43:05 PM
Going with simple.  Let's get back to basics

Veils are blocks on perception.  As soon as you have reason to believe that someone is invisible and start attacking them, you are no longer using perception.  The veil is now a block vs attacks with the veil being the narrative fluff for why you miss.

With that in mind, how are blocks vs attacks adjudicated in combat?

Spell blocks, need duration.  Any skill block, only lasts one exchange.

If someone is veiled and no-one notices them, it's the veil vs alertness/investigate.  These types of actions tend to last an entire scene.  Glamours are just 'up' and you roll your stealth as a reaction to alertness checks.

As soon as you do something to bring attention to yourself, the conflict(and the mechanics) have changed slightly.  People are attacking you and your veil is now blocking attacks.  Combat time is measured in exchanges and so are your spells.  Your glamour would require you to maintain it every exchange(with an action) if you wanted it to be a block on attacks.

In the conflict where this was an issue, the character, Martin, would have had to spend an action every round to maintain his glamour (and the block on attacks) while everyone else did their thing.  Pretty easy to adjudicate:  he's maintaining a block and everyone else is acting normally...but they're invisible and therefore harder to hit.  No real need for special rules.  Assuming you let glamours veil multiple people in a combat...which it may not.  Greater Glamours may be able to do this.  Spells definitely can, but it costs 2 extra shifts.  At the moment the conflict changes, give them one exchange of duration on whatever effect they have and let them persist if they like.

If you actually wanted to re-hide(disengage from combat), you might need to create a maneuver and tag for effect(or something).  So people would have to look for you again.  But you couldn't just attack without revealing yourself again.

It's not a concrete mechanic...just food for thought...but it solves the problem with persistent veils.

^^^ This makes the most sense.  Treating a veil like any other block balances all of your in conflict concerns.

As far as modifying rolls against veils, if anything, I would only allow Investigation to compliment an attack roll.  Alertness is passive awareness and shouldn't allow you to aim better.  Investigation is active awareness and could.  Alertness would allow you to defend better against a veiled opponent, but that is already covered in the ambush rules.  I don't think I would do anything with Alertness on a defense roll against someone using an aspect related to veils in their attack since bonuses and penalties are already inherent in the aspect rules.  See below for veiled attacks.

You might allow the veil strength to replace the Stealth roll for an ambush, but once the ambush has gone off, the above suggestion would take precedence.  The veil becomes a block against attacks.

Non-ambush attacking from under a veil is probably best handled through aspects and maneuvers.  A maneuver would probably be opposed by either Alertness or Investigation.  The caster could get the +2/reroll on an attack or they might tag/invoke for effect to require an opponent to block with Alertness rather than Athletics.

Dealing with the transition from non-conflict/ambush to conflict if the veil persists can be handled with a choice given to the veil's caster.  The veil can remain as a block, or as an aspect.  Spellcasters would need to add duration in their next action if they wanted it to last.  Others wouldn't have that option and would need to use actions as normal to maintain the block, or the aspect would be sticky or not based on the original roll.

My $0.02
Title: Re: Fighting While Hidden
Post by: vultur on March 11, 2015, 02:41:40 AM
Random question before I get to responding: does anyone apply the "2 extra shifts for transparency" thing to Glamours veils?

I don't. I figure that, and not costing mental stress, is what makes Glamours worth as much as Channeling.

Quote
Well, that depends somewhat on how you handle ambushes and hidden information and stuff. But my main problem with persistent veils is that lasting veils are not very hard to get. I don't want Glamours to give your entire team a Superb shield all the time.

I don't think that is practical. Glamours can "draw a veil over something (not particularly large—maybe the size of a
small, tight group of people)". IMO that means you can veil your PC group if you're all moving close together & coordinated, but not in a fight where people are moving around independently.

Even Greater Glamours only lets you veil one zone, which still makes you very vulnerable to zone attacks.

Quote
And then of course there are thaumaturgical veils, which are even scarier.

Not really. Thaum veils are "not usually mobile", so not practical for combat unless you are setting up and having the enemies come to you.

Veils are powerful, but pretty limited if you apply the limitations in the book.
Title: Re: Fighting While Hidden
Post by: Sanctaphrax on March 11, 2015, 05:11:27 AM
A note for the thread in general: this isn't just about veils. These rules should also cover normal stealth.

I use the 2 shifts for regular veils, although, I've never seen those translucent veils actually hinder anyone.  What do you need to spot if you're invisible?  It almost never comes up.  If it came down to it, I'd have it apply as a block to attack someone in an ambush.

I think the GM would be within their rights to apply that block to a lot of things. Many actions require some kind of perception, after all.

But by the book, it's not clear what that block is meant to block.

You could say it only modifies IF the person chooses to use the veil to defend...

I totally did. Though my phrasing might not have been the best.

When you attack or maneuver against someone who's hidden, they can apply their hidden value as a block against your attack. If they do, your Alertness modifies whatever skill you used.

The concerns you raise are valid, anyway.

I think it's actually hard to break a grapple unless you devote an action to get free or actually attack the person grappling you in a way that makes narrative sense to escape.  I think most people adjudicate it as easy and let pretty much any action break the grapple.  (but I digress)

Given that the book says you can break a grapple with "an attack, a spell, even a threatening look" I think the easy adjudication is the 'RAW' one.

Making ambushing strictly the domain of stealth will alleviate that problem.

I do like that idea. But I don't think it solves the problem on its own. If every time you attack while veiled you get to roll Stealth for an ambush attempt, veils are the deadliest weapons around.

Veils are blocks on perception.  As soon as you have reason to believe that someone is invisible and start attacking them, you are no longer using perception.  The veil is now a block vs attacks with the veil being the narrative fluff for why you miss.

So do you think people should know where their hidden opponents are?

Also, how would that work with non-veil Stealth?

In the conflict where this was an issue, the character, Martin, would have had to spend an action every round to maintain his glamour (and the block on attacks) while everyone else did their thing.  Pretty easy to adjudicate:  he's maintaining a block and everyone else is acting normally...but they're invisible and therefore harder to hit.  No real need for special rules.

That would be really weird flavourwise. You're invisible...but when violence happens, your invisibility suddenly disappears or starts fluctuating in strength wildly as the veil-er rolls high or low.

Why should people shooting near you reduce the duration of your veil?

And how would this work with mundane stealth?

One of my players has a pixie with glamours, so this does come up often. What I usually do is treat the veil as a maneuver when used offensively -- i.e., if the pixie veils a cop, the cop can tag that maneuver to boost his attack (or tag for effect to get a mini-ambush effect).

So do you tell people where their hidden opponents are?

^^^ This makes the most sense.  Treating a veil like any other block balances all of your in conflict concerns.

It really doesn't.

As far as modifying rolls against veils, if anything, I would only allow Investigation to compliment an attack roll.  Alertness is passive awareness and shouldn't allow you to aim better.  Investigation is active awareness and could.

I think either could work, but I like Alertness better since it's the "combat awareness" skill. Investigation tends to be slower.

I don't think that is practical. Glamours can "draw a veil over something (not particularly large—maybe the size of a
small, tight group of people)". IMO that means you can veil your PC group if you're all moving close together & coordinated, but not in a fight where people are moving around independently.

You can just veil each person individually. Glamours has no limit to the number of illusions you can have at a time, and it doesn't take much time or energy to do.

So you can just keep everyone veiled at all times. And if you're expecting trouble, you probably should.

Not really. Thaum veils are "not usually mobile", so not practical for combat unless you are setting up and having the enemies come to you.

They're not usually mobile. Which means that sometimes, they are mobile.

Fortunately, the GM has a lot of room for interpretation there and can keep things in check.
Title: Re: Fighting While Hidden
Post by: vultur on March 11, 2015, 05:59:03 AM
You can just veil each person individually.

Then why would that limitation be in both power descriptions? I don't think it's supposed to work that way.


Quote
They're not usually mobile. Which means that sometimes, they are mobile.

Fortunately, the GM has a lot of room for interpretation there and can keep things in check.

True. I read that as "they're not mobile unless there's some very good reason they should be". (IE, if you cast a thaum veil in a train car, then it will move with the train.)
Title: Re: Fighting While Hidden
Post by: vultur on March 11, 2015, 06:13:05 AM
As for the original question: I don't really think you can be both hidden and actively involved in a fight. Once you attack or maneuver (well, except purely "self-targeted" maneuvers, IMO) you're revealed.

Moving is a penalty to Stealth (unless you have Speed powers). Veils are "magical Stealth rolls" so same for them, IMO.
Title: Re: Fighting While Hidden
Post by: Quantus on March 11, 2015, 12:27:25 PM
As for the original question: I don't really think you can be both hidden and actively involved in a fight. Once you attack or maneuver (well, except purely "self-targeted" maneuvers, IMO) you're revealed.

Moving is a penalty to Stealth (unless you have Speed powers). Veils are "magical Stealth rolls" so same for them, IMO.
That is certainly true for some types of veils, but there are several examples of others out there, traditional invisibility being the first one off-hand.   
Title: Re: Fighting While Hidden
Post by: Taran on March 11, 2015, 01:42:04 PM
A note for the thread in general: this isn't just about veils. These rules should also cover normal stealth.
I'll comment on that but I think stealth is less problematic, in general.  See below

EDIT: Also, I will start using the term "Cloaked" instead of Veiled.  I'll edit my post to include this...but I might miss some.


Given that the book says you can break a grapple with "an attack, a spell, even a threatening look" I think the easy adjudication is the 'RAW' one.

It also says

"Additionally, if the action is something that
could reasonably break the grapple"

So we both follow RAW.  I just take a stricter view as to what is "reasonable"

I do like that idea. But I don't think it solves the problem on its own. If every time you attack while veiled you get to roll Stealth for an ambush attempt, veils are the deadliest weapons around.
AMBUSH
Quote
With the Stealth skill, you can set up an ambush
by rolling to hide as per the Hiding trapping,
below. Given time to prepare, you might even
create aspects on the scene to set up the ambush.
When you decide to strike, the victim gets one
last Alertness roll to see if he notices something
at the last moment
. You have the option
of keeping your hiding roll or rerolling your
Stealth in response to this last Alertness roll.

I kind of take this whole thing as implying that it starts out a fight.  No-one knows there are opponents yet so their guard is down.  Once you know there is someone present, you can't really ambush.  Unless you allow tonnes of reactionary alertness rolls - which is what it says the victim is allowed to get.  And if they overcome the cloak, you get ANOTHER reactionary stealth roll to overcome their last Alertness.  It seems like a lot of rolling to do if that's going to happen every exchange when someone attacks from a veil.

Therefore, I'd leave it to the realm of starting a conflict - or leaving for someone entering an on-going conflict for the first time.  Ambushes are also knowing about when and where to execute the ideal attack and, just because you're hiding or veiled, doesn't mean you're in the perfect position to ambush.  Therefore, I'd have the ambusher (regardless of how they're cloaked) to roll stealth.  (although, it says 'roll the hiding trapping'...so that's up to interpretation)

So do you think people should know where their hidden opponents are?
I like the idea of people taking a shot in the dark and getting a lucky hit.  But, what I was trying to say before was,  if you're taking a lucky shot, it's because - for whatever reason - you know someone is hidden.  Mechanically, it's no longer a block on perception (because they're not trying to find you), it's a block on attacks (because they're trying to attack you).

If they want to FIND you, they should need to succeed on some kind of perception, I think.

Also, how would that work with non-veil Stealth?
Regarding Stealth:

Any skill, if it has narrative justification can block attacks.  A weapons block could block other weapons, but probably not missile weapons since you can't normally parry missile with melee.

Being cloaked or hidden in combat (and staying that way) depends on the justification.  In a lit, white room with no furniture, someone using stealth (even if they could hide in the first place) doesn't have the narrative justification to re-hide.

Someone with glamours can cast a glamour to disappear
Someone using a spell casts a veil.

If you're in a dark/shadowy forest, there's lots of justification for a character to use stealth as a blocking skill.  He can use shadows and darkness to the best advantage, or trees/foliage etc...

That would be really weird flavourwise. You're invisible...but when violence happens, your invisibility suddenly disappears or starts fluctuating in strength wildly as the veil-er rolls high or low.

Why should people shooting near you reduce the duration of your veil?
I don't think it is weird.  It's a hell of a lot harder to maintain someone's cloak if they've given themselves away.  Combat is chaotic and the people you're cloaking are doing lots of random actions that are bringing attention to themselves and you have to constantly re-adjust in reaction for what they're doing.  Your invisibility is going to be more tenuous.  In any case, it averages out to your skill.  I mean, you could argue against that...but invisibility doesn't exist, so we can't really say 'this is how it works', we can only say, 'this is how it should work'.

And it doesn't reduce the duration of a cloak - it's just changing the story of the cloak.  Out of combat, you don't keep time in exchanges - it just lasts until you run into something that has a chance to reveal your position.  It either helps you past that challenge or it doesn't.  Will it see you through the scene?  It's the same way that a social block could last 10 minutes while a combat block only lasts 6 seconds.  It's because the conflict is moving at a different speed.

Look at it this way:  If a veil lasts one scene.  In one scene, you might just be trying to get through a room.  Maybe it lasts 1 minute.  In another scene, you might be trying navigate underground tunnels - that could take you 15minutes.

Why does the veil only last 1 minute in one situation and 15 minutes in another?  It's because FATE doesn't really keep clear track of time.  It's the conflict that dictates the time.  Like the same reason why a social block might be 15 minutes while a combat block is only 6 seconds.

In combat, blocks only last one exchange, so why shouldn't a veil?

Anyways, I'm not married to this solution.  I'm just throwing out ideas

  So do you tell people where their hidden opponents are?
In an ideal situation - if you come up with a solid way of doing this, I'd like to see the following situation:

GM:  someone shoots at you
PLAYER:  I want to shoot back, where are they
GM:  Make an alertness
PLAYER:  I fail
GM:  you don't know where they are.
Player: (option 1) I spend the turn looking for them
           (option 2) I shoot blindly
GM: (option 2) What zone do you target?
Player: zone 3.
GM:  you miss.

- so did the player miss because the cloak was too strong or did he miss because he chose the wrong zone?  I think that this is important.  It also makes speed powers very useful.  An attacker with Mythic speed can melee, then move 3 zones for free.  The chances of knowing what zone they're in are very low.

So even if you go with 'the cloak becomes a block on attacks' method, I wouldn't necessarily give away an opponents position - because they're still cloaked.


Regarding Thaumaturgy:  I agree with Vultur.  Mobile veils are a rare exception.  It even says they are 'constrained by thresholds and other barriers that scatter magical energies'


Quote
Moving is a penalty to Stealth (unless you have Speed powers). Veils are "magical Stealth rolls" so same for them, IMO.

This is a good point.  Unfortunately, it doesn't ever say what kinds of penalties movement causes:
Quote from: YS pg 143
Skulking
Skulking is the art of moving while trying to
remain unnoticed. It uses many of the same
rules as Hiding, above, but it adds in difficulty
factors based on how fast you are moving and
the terrain. A slow crawl isn’t much harder, but
running is tough. Bare concrete isn’t much of an
issue, but a scattering of dried leaves and twigs

 If we could find that, we could increase the difficulty to include attacking.  Then speed powers could alleviate this.  Example:

(these numbers are rough...you'd want to come up with something better)
Cloak of invisibility: Power 5 veil

Sprinting: - 2 to stealth
Noisy Aspect or block on Stealth: (crunchy leaves) -2
Noisy actions:  running into a flank; shouting/talking etc... -4
Attacking: -6
***EDIT:  for every zone away from victim: +1  (up to the maximum shifts of the veil)


So, if you have a power 5 veil and you attack, you automatically get spotted (unless someone rolls a terrible alertness).  If you have mythic speed, you stay hidden.

You could tag aspects to boost that.  'soft carpets' would decrease the penalty by 2, for instance.

Thinking about it, I kind of like this.  No extra rolling and incurring penalties is already a part of the game (it just doesn't often get used often)

***Edited the penalties to include zones
Title: Re: Fighting While Hidden
Post by: Mr. Death on March 11, 2015, 02:30:48 PM
Quote
So do you tell people where their hidden opponents are?
It's usually the players that are stealthed once the fight actually starts (usually by way of said pixie hopping on someone's shoulder and glamouring them up). I don't actually ambush them all that often -- but when I do, it's just for the first round, then nobody's bothering to hide.

That said, no, if someone doesn't make the Alertness roll to see through the veil, they don't get to know where their enemy is.
Title: Re: Fighting While Hidden
Post by: dragoonbuster on March 11, 2015, 03:55:21 PM
I try to keep this as simple as possible. A veil can cover sight, smell, sound, etc--all of those are simply factored into the total strength of the veil. An Epic veil would cover those all better than a Fair veil. If you want to say "You suck at veils, and can't cover scent," and then the werewolf you're hiding from smells you? Compels. Glamours vs Magic is a narrative question of origin and mechanical difference of establishing the veil, not affecting mechanical use after the fact other than spell duration.

A "pierced" veil doesn't necessarily drop the veil, per RAW, but means someone knows something isn't right in that spot. A smudgy spot in the air, a flutter of motion, a hunt of the veiled person's shampoo. Etc. Means the veil isn't effective anymore against that person, and they could point it out to others. But means if you can get "out of sight" again, you might trick them again and force a reroll.

If out of a conflict, then it's a simple Alertness/Investigation roll vs the Veil. If that fails, the veiled person goes about their business, and it also sets the person up for a possible Stealth Ambush (they get a second chance Alertness roll beforehand).

If you attack from a veil w/o Ambush, that means they know where you are. Unless you get a chance to get out of sight and spend an action going stealthy again, then the veil is effectively gone whether you're still magically invisible or not.

If you attack from a veil w/ Ambush, that means they don't know where you are, necessarily. However, they know someone is there somewhere. Veil converts to a simple combat Block.

Veil yourself in a conflict? Everyone just saw you vanish. You can make that a Block or a Maneuver. Take an action to get hidden (maneuver and tag for effect) to go back into Stealth-mode.

How does Speed play a role? You can hit someone and zip away out of "sight" w/ free supplemental zone movements to retain the Stealth-mode.
Title: Re: Fighting While Hidden
Post by: Sanctaphrax on March 11, 2015, 06:50:41 PM
Then why would that limitation be in both power descriptions? I don't think it's supposed to work that way.

The limitation isn't meaningless even if you can have multiple veils. It affects what you can do with a single action in combat, which is important.

But it's possible that Evil Hat intended something different. I guess you could ask them.

As for the original question: I don't really think you can be both hidden and actively involved in a fight. Once you attack or maneuver (well, except purely "self-targeted" maneuvers, IMO) you're revealed.

Moving is a penalty to Stealth (unless you have Speed powers). Veils are "magical Stealth rolls" so same for them, IMO.

A sniper in a good hiding spot can take quite a few shots without revealing their position. And someone with a good veil and a bunch of Speed could be very hard to track.

Veils aren't really skill replacements, but still. That idea has legs.

I kind of take this whole thing as implying that it starts out a fight.  No-one knows there are opponents yet so their guard is down.  Once you know there is someone present, you can't really ambush.

So you'd just flatly disallow in-combat ambushes, no matter how well hidden the attacker is?

I like the idea of people taking a shot in the dark and getting a lucky hit.  But, what I was trying to say before was,  if you're taking a lucky shot, it's because - for whatever reason - you know someone is hidden.  Mechanically, it's no longer a block on perception (because they're not trying to find you), it's a block on attacks (because they're trying to attack you).

If they want to FIND you, they should need to succeed on some kind of perception, I think.

Hm, okay.

Suppose you shot me, so I wanna punch you. You have a 4-shift veil and you might be in my zone, in the next zone, or two zones away. My Alertness/Investigation is 0 but my Fists is 5, so I have a good chance of hitting you but next to no chance of finding you with Alertness/Investigation.

Do I have to decide which zone I'm attacking before rolling? Do I roll Fists, and if I succeed I find you and then we see whether you're in my zone? And if you're one zone away, can I retroactively include a supplemental move? What if that takes my roll below your veil?

And how does this interact with zone attacks?

Regarding Stealth:

Any skill, if it has narrative justification can block attacks.  A weapons block could block other weapons, but probably not missile weapons since you can't normally parry missile with melee.

So you'd recommend handling it as a regular block?

I don't think that works very well with hiding, which logically shouldn't end after a turn if not maintained. Hiding and sniping is a time-honoured and effective strategy, after all.

I don't think it is weird.  It's a hell of a lot harder to maintain someone's cloak if they've given themselves away.

"Maintaining someone's cloak" isn't really a thing, though. Once you've cast your veil, the veil is there. You no longer have to do anything to maintain it, and you don't have any control over how it's used.

And it doesn't reduce the duration of a cloak - it's just changing the story of the cloak.  Out of combat, you don't keep time in exchanges - it just lasts until you run into something that has a chance to reveal your position.  It either helps you past that challenge or it doesn't.  Will it see you through the scene?  It's the same way that a social block could last 10 minutes while a combat block only lasts 6 seconds.  It's because the conflict is moving at a different speed.

Look at it this way:  If a veil lasts one scene.  In one scene, you might just be trying to get through a room.  Maybe it lasts 1 minute.  In another scene, you might be trying navigate underground tunnels - that could take you 15minutes.

Why does the veil only last 1 minute in one situation and 15 minutes in another?  It's because FATE doesn't really keep clear track of time.  It's the conflict that dictates the time.  Like the same reason why a social block might be 15 minutes while a combat block is only 6 seconds.

In combat, blocks only last one exchange, so why shouldn't a veil?

How are you getting a scene-long veil? I'm not aware of any effect that does that.

Regardless, the problem is that the veil already has a different set duration. It's okay if a social block lasts longer than a combat one, because the social block and the combat block are completely different things within the story. But the veil is the same veil regardless. And I don't see any logical reason for it to be affected by combat occurring nearby. It's not like violence emits magic-destroying radiation.

In an ideal situation - if you come up with a solid way of doing this, I'd like to see the following situation:

GM:  someone shoots at you
PLAYER:  I want to shoot back, where are they
GM:  Make an alertness
PLAYER:  I fail
GM:  you don't know where they are.
Player: (option 1) I spend the turn looking for them
           (option 2) I shoot blindly
GM: (option 2) What zone do you target?
Player: zone 3.
GM:  you miss.

- so did the player miss because the cloak was too strong or did he miss because he chose the wrong zone?  I think that this is important.  It also makes speed powers very useful.  An attacker with Mythic speed can melee, then move 3 zones for free.  The chances of knowing what zone they're in are very low.

Pretty sure this is too strong. It makes veils an insurmountable advantage over low-perception-skill people, and there are a lot of supposedly dangerous people with unimpressive perception skills.
Title: Re: Fighting While Hidden
Post by: PirateJack on March 11, 2015, 07:01:39 PM
I try to keep this as simple as possible. A veil can cover sight, smell, sound, etc--all of those are simply factored into the total strength of the veil. An Epic veil would cover those all better than a Fair veil. If you want to say "You suck at veils, and can't cover scent," and then the werewolf you're hiding from smells you? Compels. Glamours vs Magic is a narrative question of origin and mechanical difference of establishing the veil, not affecting mechanical use after the fact other than spell duration.

Makes sense to me.

Quote
A "pierced" veil doesn't necessarily drop the veil, per RAW, but means someone knows something isn't right in that spot. A smudgy spot in the air, a flutter of motion, a hunt of the veiled person's shampoo. Etc. Means the veil isn't effective anymore against that person, and they could point it out to others. But means if you can get "out of sight" again, you might trick them again and force a reroll.

If I had to adjudicate the bolded bit I'd go with something along the lines of:

That's the kind of guideline I'd use for this, though I suspect I'm missing a potential option here.

Speed powers would obviously make some of these options easier/better than others, which is one of the points I tried to keep in mind. Speed powers make for great hit and run attacks.

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If out of a conflict, then it's a simple Alertness/Investigation roll vs the Veil. If that fails, the veiled person goes about their business, and it also sets the person up for a possible Stealth Ambush (they get a second chance Alertness roll beforehand).

If you attack from a veil w/o Ambush, that means they know where you are. Unless you get a chance to get out of sight and spend an action going stealthy again, then the veil is effectively gone whether you're still magically invisible or not.

So basically, when you first enter the zone they get an Alertness check. Fail that and you can ambush them. That's essentially how I run Stealth rolls turned ambushes.

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If you attack from a veil w/ Ambush, that means they don't know where you are, necessarily. However, they know someone is there somewhere. Veil converts to a simple combat Block.

This can work, though I'd consider large zones (with aspects to match) to be narrative justification for a compel on the searchers to bring the block back to being a veil.

Quote
Veil yourself in a conflict? Everyone just saw you vanish. You can make that a Block or a Maneuver. Take an action to get hidden (maneuver and tag for effect) to go back into Stealth-mode.

So it would take two full actions to get re-veiled. Makes sense given how powerful ambushes can be; you've got to put some work into making them happen.

Quote
How does Speed play a role? You can hit someone and zip away out of "sight" w/ free supplemental zone movements to retain the Stealth-mode.

Already went over this above.
Title: Re: Fighting While Hidden
Post by: Taran on March 11, 2015, 07:10:41 PM
So you'd just flatly disallow in-combat ambushes, no matter how well hidden the attacker is?
Once they know there's an attacker.  I'd allow a mid-combat ambush if that attacker has yet to do an action that reveals he's there.

Suppose you shot me, so I wanna punch you. You have a 4-shift veil and you might be in my zone, in the next zone, or two zones away. My Alertness/Investigation is 0 but my Fists is 5, so I have a good chance of hitting you but next to no chance of finding you with Alertness/Investigation.

Do I have to decide which zone I'm attacking before rolling? Do I roll Fists, and if I succeed I find you and then we see whether you're in my zone? And if you're one zone away, can I retroactively include a supplemental move? What if that takes my roll below your veil?
If you're using fists:
1.  pick the zone you're attacking, so you might need to move suplementally to get there.
   If you choose the wrong zone, you just miss
2. Attack.
   If they are in that zone, you have to overcome the veil.
   If they hit, they do damage and the target is revealed.



So you'd recommend handling it as a regular block?

Only if they're using stealth as a block vs attacks.  If they're trying to hide and not attack I'd just let them re-stealth...they'd have to tag an appropriate aspect (like darkness or foliage)

I don't think that works very well with hiding, which logically shouldn't end after a turn if not maintained. Hiding and sniping is a time-honoured and effective strategy, after all.
It should if you jump out of the bushes and punch someone.  Sitting under cover with a rifle is different.  I think zones should matter...and maybe ranged attacks

"Maintaining someone's cloak" isn't really a thing, though. Once you've cast your veil, the veil is there. You no longer have to do anything to maintain it, and you don't have any control over how it's used.
It is in combat.  if I cast a veil with a spell in the middle of combat, it only lasts 1 exchange.   Does it say they last a whole combat somewhere?

How are you getting a scene-long veil? I'm not aware of any effect that does that.
It's in the parenthesis on the page where it talks about veils...maybe the spirit magic section?

Regardless, the problem is that the veil already has a different set duration. It's okay if a social block lasts longer than a combat one, because the social block and the combat block are completely different things within the story. But the veil is the same veil regardless. And I don't see any logical reason for it to be affected by combat occurring nearby. It's not like violence emits magic-destroying radiation.
Well, it does if you're making yourself an obvious target....it SHOULD be hard to maintain stealth in any fashion.

Pretty sure this is too strong. It makes veils an insurmountable advantage over low-perception-skill people, and there are a lot of supposedly dangerous people with unimpressive perception skills.
Yeah...but this is exactly how snipers work and, as you say, it's a time-honoured tradition.

Quote from: taran
If we could find that, we could increase the difficulty to include attacking.  Then speed powers could alleviate this.  Example:

(these numbers are rough...you'd want to come up with something better)
Cloak of invisibility: Power 5 veil

Sprinting: - 2 to stealth
Noisy Aspect or block on Stealth: (crunchy leaves) -2
Noisy actions:  running into a flank; shouting/talking etc... -4
Attacking: -6
***EDIT:  for every zone away from victim: +1  (up to the maximum shifts of the veil)


So, if you have a power 5 veil and you attack, you automatically get spotted (unless someone rolls a terrible alertness).  If you have mythic speed, you stay hidden.

You could tag aspects to boost that.  'soft carpets' would decrease the penalty by 2, for instance.

Thinking about it, I kind of like this.  No extra rolling and incurring penalties is already a part of the game (it just doesn't often get used often)


I think this is workable.  I'm going to write up an example and post it to see what you think...

Made some edits...
Title: Re: Fighting While Hidden
Post by: Mr. Death on March 11, 2015, 07:32:51 PM
Quote
Pretty sure this is too strong. It makes veils an insurmountable advantage over low-perception-skill people, and there are a lot of supposedly dangerous people with unimpressive perception skills.
A lot of those dangerous people have access to other means of tracking than pure sight -- as Harry says, anyone with The Sight can pierce any veil, making them largely useless against wizards.

But yeah, being invisible is a huge advantage in a fight. That only makes sense.
Title: Re: Fighting While Hidden
Post by: Theogony_IX on March 11, 2015, 07:50:34 PM
Quote
I think either could work, but I like Alertness better since it's the "combat awareness" skill. Investigation tends to be slower.

To each their own.  I hold a stricter view of actively searching vs. passively aware, and a looser view of the time constraints.  With more thought I would probably have perception skills restricting attacks against a "hidden" opponent and not modifying or complimenting them.  I agree with Taran that having a high perception skill should not make it easier to hit a hidden opponent than it is to hit someone who is clearly visible.  However, having low perception should make it harder.

So you'd just flatly disallow in-combat ambushes, no matter how well hidden the attacker is?

Yes.  I hold the belief, that you can't ambush someone if they know you're around.  Ambush implies unpreparedness and surprise.  You could try a hidden strike, but all kinds of things could reveal you before it lands if your opponent is on guard.  That would make it harder to dodge a hidden strike, but not impossible.  This could be reflected in a restriction of the dodge skill by a perception skill.

Quote
Suppose you shot me, so I wanna punch you. You have a 4-shift veil and you might be in my zone, in the next zone, or two zones away. My Alertness/Investigation is 0 but my Fists is 5, so I have a good chance of hitting you but next to no chance of finding you with Alertness/Investigation.

Do I have to decide which zone I'm attacking before rolling? Do I roll Fists, and if I succeed I find you and then we see whether you're in my zone? And if you're one zone away, can I retroactively include a supplemental move? What if that takes my roll below your veil?

And how does this interact with zone attacks?

I don't see veils or hiddenness blocking against zone attacks.  It would only make an attacker have to choose randomly which zone you're in if they fail the perception assessment.

Quote
I don't think that works very well with hiding, which logically shouldn't end after a turn if not maintained. Hiding and sniping is a time-honoured and effective strategy, after all.

Unless you're actively trying to remain hidden when someone is looking for you, it is difficult to do so especially when you're trying to do other things at the same time.  The only thing that might change this is the distance from the person attempting to find you.  The only way I would allow it to remain static, is if the person gave up their action to maintain the veil, glamour, hiding.

Quote
"Maintaining someone's cloak" isn't really a thing, though. Once you've cast your veil, the veil is there. You no longer have to do anything to maintain it, and you don't have any control over how it's used.

In the books, Molly has to work hard to maintain a veil.  It becomes even more difficult when things are moving and changing.  Many things can disrupt a veil after it's been cast.  Many things can reveal you from hiding after you've disappeared from sight by mundane means.  Having to roll to maintain your hiddenness reflects the difficulty of maintaining the effectiveness of your hiding in the environment and while moving around.


Regarding hiding and mundane skills.

Disappearing mid-combat by non-magical means is a tricky proposition and should probably require ample justification or a stunt.  The same for staying hidden after attacking someone from hiding.
-I can't stay hidden after a melee attack without some very strong justification.
-If I'm a zone or three away, I may need to take a supplemental to duck behind something, but the zone I'm in will be known.  My Stealth roll would be the defense against the attack.  Regardless of speed powers I don't think I can hide while changing zones without tagging/invoking an appropriate aspect whether I use a supplemental action to do it or not.
-If I'm sniper rifle far away, they would know which direction I attacked from, but maybe not which zone I'm in.  At this point an Investigation roll would be required to suss out my location.  Speed powers here could make finding me extremely difficult.  This difficulty might be set by my Stealth skill, plus 1 for the number of zones I could be in, and 1 for each level of speed powers I have.  Once my location is known, I would need justification to become hidden again and probably a Stealth roll.  You would roll Investigation, subtract that from the total difficulty, and then it would take teh remainder in exchanges to find my location.  For each attack I make, while you are trying to locate me, one, maybe two, exchange(s) would be removed from the remaining time to find me.
Title: Re: Fighting While Hidden
Post by: Taran on March 11, 2015, 08:29:25 PM
Before I put up my main idea, I have a question:

Should actions such as sprinting, moving, attacking etc.. create a penalty to cloaking or should it give a bonus to perception.

Hulking size gives a bonus to attack instead of a penalty to dodge.  Somewhere in the book (I can't remember - maybe in one of the stunts) implies that terrain etc..gives a bonus to alertness.

Although, It feels more intuitive to make it a penalty to cloaking rather than a bonus...

Once I do the write-up we can nitpick and discuss merits and flaws.
Title: Re: Fighting While Hidden
Post by: vultur on March 12, 2015, 03:10:15 AM
A sniper in a good hiding spot can take quite a few shots without revealing their position.

Yeah, but that's not "default", IMO. If the situation allows (you have cover and are a reasonable distance away), you could do that with an invoke for effect.

Quote
So you'd just flatly disallow in-combat ambushes, no matter how well hidden the attacker is?

"Normally", yes. Just putting up a veil doesn't mean people can't track you by where the bullets are coming from etc. (If you haven't attacked yet, that's different...)

Again, invokes for effect might allow it, but disappearing in the middle of a fight should be hard (and ambushes are powerful)...


Quote
But the veil is the same veil regardless. And I don't see any logical reason for it to be affected by combat occurring nearby. It's not like violence emits magic-destroying radiation.

Sure, but that's not necessarily FATE logic. The mechanics are modeling the narrative at least as much as the actual nuts-and-bolts of the magic.
Title: Re: Fighting While Hidden
Post by: vultur on March 12, 2015, 03:15:26 AM
I think this is workable.  I'm going to write up an example and post it to see what you think...

This is already how this works, IMO. It's not well explained in the book but the marginal notes on the Speed powers talk about it a bit. Every condition that would make it harder to be stealthy is worth -2 (the example is moving fast [-2] over noisy leaves [-2]).

EDIT:
Before I put up my main idea, I have a question:

Should actions such as sprinting, moving, attacking etc.. create a penalty to cloaking or should it give a bonus to perception.

Penalty to the Stealth roll (or veil strength), IMO. If you already have a veil up I'd say it just "counts" as 2 weaker that exchange.

I don't think any new rules are needed.
Title: Re: Fighting While Hidden
Post by: Sanctaphrax on March 12, 2015, 03:45:00 AM
Once they know there's an attacker.  I'd allow a mid-combat ambush if that attacker has yet to do an action that reveals he's there.
I hold the belief, that you can't ambush someone if they know you're around.  Ambush implies unpreparedness and surprise.  You could try a hidden strike, but all kinds of things could reveal you before it lands if your opponent is on guard.  That would make it harder to dodge a hidden strike, but not impossible.  This could be reflected in a restriction of the dodge skill by a perception skill.

What if they know there's an attacker, but they don't know about you specifically?

Like in the scene that started this: they knew they were in a fight, but not that the PCs were hiding invisibly and that their apparent selves were illusionary.

If you're using fists:
1.  pick the zone you're attacking, so you might need to move suplementally to get there.
   If you choose the wrong zone, you just miss
2. Attack.
   If they are in that zone, you have to overcome the veil.
   If they hit, they do damage and the target is revealed.

That sounds amazingly powerful. Especially if the GM doesn't tell you whether you missed automatically or from a low roll.

It is in combat.  if I cast a veil with a spell in the middle of combat, it only lasts 1 exchange.   Does it say they last a whole combat somewhere?

...

It's in the parenthesis on the page where it talks about veils...maybe the spirit magic section?

On page 255, it says "Duration with Evocation veils is largely a matter of GM judgement call. Personally I wouldn't go with "1 shift gets you one extra exchange" with a veil, I'd just let it hang around until something pierces it, or until the end of the scene. I see them simply as REALLY GOOD magical Stealth rolls."

It's daft, but...it's there. Fortunately it's not rules, just bad advice.

Regardless, a veil with extra shifts of duration requires no action on the creator's part to maintain it.

Well, it does if you're making yourself an obvious target....it SHOULD be hard to maintain stealth in any fashion.

Maybe the veil could remain in place, but be less/not effective during the fight as people start to figure out where you are. If you win and move on, the veil remains and behaves normally.

I think this is workable.  I'm going to write up an example and post it to see what you think...

Looking forward to it.

Should actions such as sprinting, moving, attacking etc.. create a penalty to cloaking or should it give a bonus to perception.

I don't think it matters much. Inhuman and Supernatural Speed imply that it's a penalty, Mythic Speed implies that it's a bonus. Mathematically it's the same.

With Hulking Size, it matters because you might replace your defence roll with a block. When you're hidden, you're probably not gonna be replacing your hidden-ness roll with a block.

With more thought I would probably have perception skills restricting attacks against a "hidden" opponent and not modifying or complimenting them.  I agree with Taran that having a high perception skill should not make it easier to hit a hidden opponent than it is to hit someone who is clearly visible.  However, having low perception should make it harder.

Again, under the rules I proposed it's impossible for invisible people to be easier to hit.

Regarding hiding and mundane skills.

Disappearing mid-combat by non-magical means is a tricky proposition and should probably require ample justification or a stunt.  The same for staying hidden after attacking someone from hiding.
-I can't stay hidden after a melee attack without some very strong justification.
-If I'm a zone or three away, I may need to take a supplemental to duck behind something, but the zone I'm in will be known.  My Stealth roll would be the defense against the attack.  Regardless of speed powers I don't think I can hide while changing zones without tagging/invoking an appropriate aspect whether I use a supplemental action to do it or not.
-If I'm sniper rifle far away, they would know which direction I attacked from, but maybe not which zone I'm in.  At this point an Investigation roll would be required to suss out my location.  Speed powers here could make finding me extremely difficult.  This difficulty might be set by my Stealth skill, plus 1 for the number of zones I could be in, and 1 for each level of speed powers I have.  Once my location is known, I would need justification to become hidden again and probably a Stealth roll.  You would roll Investigation, subtract that from the total difficulty, and then it would take teh remainder in exchanges to find my location.  For each attack I make, while you are trying to locate me, one, maybe two, exchange(s) would be removed from the remaining time to find me.

Could work.

A lot of those dangerous people have access to other means of tracking than pure sight -- as Harry says, anyone with The Sight can pierce any veil, making them largely useless against wizards.

I have never seen anyone open The Sight during a fight. And for good reason, it takes a full action and it's very dangerous. If your veil makes them open The Sight, it's accomplished a whole lot.

And honestly, even if veils only no-sell 20% of the opposition you face it's too much. I don't want the rules to say "if you don't have good Alertness/Investigation or a relevant sensory power, you can't hit spellcasters at all".

But yeah, being invisible is a huge advantage in a fight. That only makes sense.

For game balance reasons, it can't be significantly better than a shield spell. If it was, it would make shield spells obsolete.

And for what it's worth, I don't think it necessarily makes sense. It could be really disorienting, and I suspect you'd trip yourself up. Though I guess it depends on whether you can see yourself...

Yeah, but that's not "default", IMO. If the situation allows (you have cover and are a reasonable distance away), you could do that with an invoke for effect.

I think it's too standard a situation to leave to invokes.

Sure, but that's not necessarily FATE logic. The mechanics are modeling the narrative at least as much as the actual nuts-and-bolts of the magic.

The two should match. And making them match is usually quite manageable.

I don't think any new rules are needed.

New rules are definitely needed. I'm pretty experienced with this system, and I actually don't know what happens when someone casts a veil in a fight.

I really don't! And I'm tired of making it up as I go along.
Title: Re: Fighting While Hidden
Post by: Taran on March 12, 2015, 03:51:54 AM
This is already how this works, IMO. It's not well explained in the book but the marginal notes on the Speed powers talk about it a bit. Every condition that would make it harder to be stealthy is worth -2 (the example is moving fast [-2] over noisy leaves [-2]).

EDIT:
Penalty to the Stealth roll (or veil strength), IMO. If you already have a veil up I'd say it just "counts" as 2 weaker that exchange.

I don't think any new rules are needed.

Yeah, probably.  But I'm doing the write-up and I'm seeing some flaws.  If the veil stands, should you be able to track the enemy if they change zones, or should you guess at zones.

Maybe I'll just put up what I have:

(click to show/hide)

(click to show/hide)

AMBUSH
(click to show/hide)

(click to show/hide)

(click to show/hide)

(click to show/hide)
Title: Re: Fighting While Hidden
Post by: Theogony_IX on March 12, 2015, 08:10:07 PM
What if they know there's an attacker, but they don't know about you specifically?

Like in the scene that started this: they knew they were in a fight, but not that the PCs were hiding invisibly and that their apparent selves were illusionary.

If they know there is an attacker, then it can't be an ambush.  Like I said, ambush implies unpreparedness and surprise.  You can't ambush someone that's ready for an attack.  Examples:

1a:  Harry is meeting with Mavra.  Mavra knows that Harry almost always brings back-up, and she expects that Karrin will be with him somewhere.  Karrin can't ambush Mavra because Mavra expects her to be there.  She can try an unnoticed attack, but not an ambush.

1b:  Mavra expects that Karrin will be with Harry somewhere.  Harry actually brought Thomas.  Thomas can't ambush Mavra either because while Thomas isn't Karrin, Mavra is still ready for an attack.


2a:  Mavra expects that her leverage to make Harry come alone is strong enough that he will comply.  She has no idea that anyone other than Harry is there.  Karrin and Thomas wait in the wings.  Thomas attempts an ambush to begin the physical conflict.  Once the conflict has begun, if Karrin hasn't revealed herself, she can't attempt her own ambush because Mavra is already prepared for attackers.

2b:  Karrin and Thomas wait in the wings.  Harry begins the physical conflict himself.  Neither Thomas nor Karrin can ambush Mavra because she's already prepared for attacks.  Whether she expects them to come only from Harry or not, she is on her toes and ready to react.  (Exception:  Mavra has an aspect that Harry, Thomas, or Karrin invokes that would allow Thomas or Karrin to ambush Mavra mid-combat.  Something like "In for the Kill."  Harry invokes "In for the Kill" spending a fate point.  He pretends to stumble on a gravestone and falls, his shield bracelet ready to go.  Mavra is upon him in a flash focused only on finishing Harry off, and Harry's shield is the only thing protecting him.  He hopes Karrin and Thomas will take their shots soon.)


You might allow a simultaneous ambush giving more than one person the ambush against a single target, but I'd consider modifying each person's Stealth roll with Presence somehow.  I'm not sure of the best way to do it, but coordinating an ambush between characters should be tricky.


I have an idea for a complete means of working with hiddenness.  I'll work out the kinks as much as I can and post later today to see what you all think.
Title: Re: Fighting While Hidden
Post by: vultur on March 13, 2015, 01:18:29 AM
(click to show/hide)

I think that's too complicated. I think the basic -2 per condition making it harder is OK (and I'd say melee attacks, and most ranged attacks, make stealth completely impossible).

I think it's too standard a situation to leave to invokes.

Why? It seems pretty straightforward to me; it's just a maneuver and tag for effect.


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New rules are definitely needed. I'm pretty experienced with this system, and I actually don't know what happens when someone casts a veil in a fight.

I think it works just like a veil any other time, everyone who might see you rolls Alertness against the veil strength.

But it's not much use unless you're setting up for an ambush (which means a second roll, and even then you're no longer hidden, IMO) or escaping.
Title: Re: Fighting While Hidden
Post by: Theogony_IX on March 13, 2015, 02:17:43 AM
Here is the idea.  Sorry in advance for the wall of text.  I'm sure there are holes, but I think it's pretty solid so far.  Thoughts?

Being Hidden in Combat

By being hidden, you are essentially preventing an opponent, or anyone else for that matter from gaining information about you.  But being hidden can also prevent particular actions, namely attacks and maneuvers against you.  Therefore, the effects of being hidden can be broken into two parts.  Information and Conflict Actions.


Information:
Being hidden prevents an opponent from gaining information about you.  Who you are, what you're doing, how you're doing it.
 In dealing with hidden information, set a difficulty based on the environment (lighting, chaos, things to hide amongst, etc.) taking into consideration how much fun things will be for the players.  To discover hidden information, roll Investigation or Alertness against the set difficulty at the beginning of your turn. Information is given based on the shifts gained from the roll each round.  Obvious information is obvious and shouldn't require a roll to be discovered.  (The bullet hole in the wall beside my head tells me I'm being shot at.)  However, for information that isn't obvious, each shift gained reveals a small amount of information about the hidden person or thing. (Zone location, weapons used, number of opponents, identity, etc.).

The reason that information is given out slowly rather than all or nothing, is that when you interact with the world around you, you leave your mark on it.  Small bits of information that reveal who you are, what you're doing, and how you're doing it.  (Cut someone with a sword, and they'll know you are using a sharp melee weapon.) Particular information can be requested by the person, but it is up to the GM whether that information is knowable from the actions the hidden person has taken.  Also, larger reveals, such as identity, should require some lead up questions/information before the big information becomes known.

As long as the effect of being hidden is not being used to block Conflict Actions, this effect will remain in place until the block strength is overcome or circumvented, it is dropped purposefully by the person who created it, or the scene ends.

The benefits of being veiled this way are largely tactical in nature.  By not knowing where your opponent is, moving around the scene of the conflict to your best advantage becomes tricky.  By not knowing what weapons or armor your opponent is using, choosing the right attack is difficult.  By not knowing who your opponent is, invoking known aspects is impossible.

What about not being able to see a strike coming from a hidden opponent?  Any dodges resulting from a hidden attack is restricted by Alertness.  This effect is removed for one round if an Investigation/Alertness check succeeds against the set difficulty.  This effect is removed entirely if the block is overcome.  This constant penalty to an opponent's defenses makes being hidden a very useful effect in a conflict.  Keep in mind that this is balanced in one of two ways.  The first is that veils, whether through magic, through glamours, or through any other means, prevent perception both ways as per YS276 (it doesn't specify means other than magic, but I will include them for balance purposes).  All actions made through a veil will suffer a penalty unless the 2 additional shifts to make the veil completely transparent are included at creation.  This often makes most other blocks more effective at preventing attacks and maneuvers (see below) at least than a veil (though the tactical benefits of hidden information is arguably worth it in some situations).  Since mundane stealth suffers no penalties to perception the way veils do, the second way the penalty from hidden attacks is balanced is through the difficulty to remain hidden by mundane means (see Mundane Stealth below).  Typically, only snipers can remain hidden and attack for longer than an exchange or two without the use of magic.



Conflict Actions:
You can also use being hidden to block all physical attacks and maneuvers against whatever or whomever is hidden.  The strength of the block is determined by the power of the veil being cast, the strength of the glamour being created, or a Stealth roll.  As with other blocks, if someone wants to land an attack or maneuver, they need to overcome the block.  If they do, then 1) the attack or maneuver lands, 2) the block is overcome and is gone, and 3) all information about the hidden becomes public given it makes sense to be public.  If they don't, then they missed, and the hidden remains hidden.  Blocks of this nature only last for one exchange unless duration is added to the effect.  Typically only wizards are able to add duration to a veil cast through evocation.  Most others will need to roll every exchange to maintain the block as per the normal blocking rules.

But what about not being able to see where a hidden target is in order to aim your attacks?  In essence, that is what the block is.  It is removing your ability to aim an attack.  If the block is overcome, then you were able to see the target enough to at least land an attack, but if the block holds then you missed, maybe even wildly.

But what if I use a melee attack on a hidden opponent who isn't in the same zone with me?  Naturally, your attack won't succeed, but not all will be lost.  First you learned that your opponent wasn't in the same zone as you.  Second, you gain the option to take that attack and turn it into a maneuver placing an aspect upon yourself related to seeking or searching for use on your next turn, but only if the total shifts of your attack is 3 or greater.


Mundane Stealth:
Disappearing mid-combat by non-magical means is a tricky proposition and should probably require ample justification or a stunt.  The same for staying hidden after attacking someone from hiding.  The further you are from a target the easier it is to remain hidden, so this will be broken up by distance.

Same Zone:
It is extremely difficult to remain hidden and do anything while in the same zone as an opponent.  You must have made a Stealth roll to remain hidden before an opponent has noticed you.  You cannot make this roll after an opponent has noticed you without a stunt or strong justification from the environment as well as an aspect being tagged/invoked.  Whether you choose to block information only or also choose to block Conflict Actions, the way being hidden is handled does not change . . . with one exception.  Once you attack or otherwise physically interact with an opponent, you are automatically revealed and your block is removed.  If there is enough justification for it, this effect may be limited only to the person you've interacted with.  After you are revealed, you will need an appropriate stunt or strong justification from the environment as well as an aspect being tagged/invoked to reestablish such a block.

Moderate Distance:
Using a ranged attack allows a bit more flexibility in remaining hidden, or disappearing again after being noticed, but not much.  As long as you are at least 1 zone away, but still within easy visibility distance, you may take a supplemental action with an attack to duck behind something in order to remain hidden, provided there is something to duck behind.  This will still reveal which zone you are in though the rest of your block will remain in place until your next exchange.  If you attempt to change zones before reestablishing the block in the next exchange, you will be revealed unless you have an appropriate stunt or an aspect to tag or invoke.  The same is true if you are trying to establish another Stealth block after being revealed with fewer justifications needed than if you were in the same zone as your opponent(s).

Long Distance:
Using a very long range weapon, such as a sniper rifle, provides the greatest flexibility in hiding and remaining hidden in conflicts without the use of magic.  After an attack is made, your opponents will know which direction the attack came from, but not your exact location.  In fact, the Investigation/Alertness checks at the beginning of each round won't start until you are located and the distance to you is reduced.  To do this, an Investigation or Alertness roll is required.  The difficulty is set by a Stealth roll, plus the number of zones you could be in, plus the 1 for each level of speed powers you possess.  Subract the Investigation/Alertness roll from the difficulty and the remainder is how many exchanges it will take to reveal you.  If there is no remainder, your location is revealed, but not the information about you.  Every attack you make after an Investigation/Alertness roll to find you is made reduces the number of exchanges it will take by 1.  Additionally, a searching opponent may move through zones you might be in to reduce the amount of time to find you by 1 exchange per zone.  The only way to stop an opponent from locating you is for a concession to be made by either party.  Once you are located, an opponent must be within reachable distance of you for the Investigation/Alertness checks to begin revealing information unless they possess some means to see at a long distance.  Changing zones will not automatically reveal you, but once your location is revealed an appropriate stunt or an aspect to tag or invoke is required to reestablish the block and begin the locating process over again, provided you are still far enough away to justify it.
Title: Re: Fighting While Hidden
Post by: Taran on March 13, 2015, 02:30:48 AM
You might allow a simultaneous ambush giving more than one person the ambush against a single target, but I'd consider modifying each person's Stealth roll with Presence somehow.  I'm not sure of the best way to do it, but coordinating an ambush between characters should be tricky.

I don't like this, personally.  It means only one person can attack and only one person can ambush.  It specifically says you can create aspects to make an ambush better and, imo, co-ordinating between characters is exactly what an ambush is.


Quote
If
the victim succeeds(alertness), he can defend normally (but
not take a normal action in the first exchange).
If the victim’s roll fails, he can only defend at an
effective skill level of Mediocre.

So, taking this from YS.  By your reading, There can only be one victim and one ambushee.  What happens if everyone fails their alertness?  It says that they may not take a normal action and they defend at mediocre.  Does each attacker have to target a different opponent?  Or does the first shot ruin everyone else's chances?

I read it that the full first exchange is an ambush.  Everyone who fails, defends at mediocre and even the people that succeed don't get to act.  (And I didn't realize the people who succeeded weren't able to act until I re-read it just now)

Otherwise, it would only ever be the person with the highest initiative who could do any ambushing. 

I don't really interpret initiative as 'first john goes, then Judy, then Alex.'  I think combat is a bit more chaotic than that.  Lots is going on in an exchange.  So just because John shoots first in the initiative, it doesn't mean that everyone will instantly realize what's happening and ruin things for Judy and Alex.  It takes a second or two to get your bearings, and by then, half your party could be dead.

I think everyone who fails to notice the ambush will roll at mediocre for the Whole first exchange(not just the first attack).  After that, though, Ambushing is way harder.

I think that's too complicated. I think the basic -2 per condition making it harder is OK (and I'd say melee attacks, and most ranged attacks, make stealth completely impossible).
I feel it's a bit complicated too, but it's a good exercise.  As far as melee attacks and stealth being impossible, I'm sure that the Skinwalker did exactly that against Harry.

It does seem way easier to make the veil just go away if you attack.
[/quote]

I have another thought.  There's been lots of ideas thrown out on this thread already...I hope someone is keeping track...

while cloaked, all your attacks and dodging is complimented by the power of your cloak.
Against a cloaked foe, all your attacks and dodges are restricted by alertness or investigation (whichever skill the GM decides).

So, at most, there's a 2 shift differential.  It lasts while the person is cloaked.  Every time they attack or do something obvious, there's an alertness roll by the opponent (you could modify this alertness by a speed power, if you want).  If they succeed, the advantage they get from the cloak is lost.

Quote from: Theogony_IX
But what if I use a melee attack on a hidden opponent who isn't in the same zone with me?  Naturally, your attack won't succeed, but not all will be lost.  First you learned that your opponent wasn't in the same zone as you.  Second, you gain the option to take that attack and turn it into a maneuver placing an aspect upon yourself related to seeking or searching for use on your next turn.
I like this.  And that's because I like guessing zones for veils.  You should add that the 'wild attack' should be enough shifts (at least 3, usually) to create a maneuver.

@ Theogony_IX:
- Regarding Long distance:  It sounds complicated
- How does speed powers play a role?  or should it?  Obviously, moving zones makes it trickier for them to locate your zone.
Title: Re: Fighting While Hidden
Post by: Theogony_IX on March 13, 2015, 04:31:32 AM
I don't like this, personally.  It means only one person can attack and only one person can ambush.  It specifically says you can create aspects to make an ambush better and, imo, co-ordinating between characters is exactly what an ambush is.

I wasn't entirely sure about that part. That's why I separated it out and said "You might . . ."
Your point makes sense though.


Quote
So, taking this from YS.  By your reading, There can only be one victim and one ambushee.  What happens if everyone fails their alertness?  It says that they may not take a normal action and they defend at mediocre.  Does each attacker have to target a different opponent?  Or does the first shot ruin everyone else's chances?

I read it that the full first exchange is an ambush.  Everyone who fails, defends at mediocre and even the people that succeed don't get to act.  (And I didn't realize the people who succeeded weren't able to act until I re-read it just now)

Otherwise, it would only ever be the person with the highest initiative who could do any ambushing. 

I don't really interpret initiative as 'first john goes, then Judy, then Alex.'  I think combat is a bit more chaotic than that.  Lots is going on in an exchange.  So just because John shoots first in the initiative, it doesn't mean that everyone will instantly realize what's happening and ruin things for Judy and Alex.  It takes a second or two to get your bearings, and by then, half your party could be dead.

I think everyone who fails to notice the ambush will roll at mediocre for the Whole first exchange(not just the first attack).  After that, though, Ambushing is way harder.

I actually agree with you. It's just none of my examples included more than one person being ambushed. An oversight. Yes, ambushes may abound in the first exchange provided they happen simultaneously. They would then require set up and/or character aspect invocations to occur after that.

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I like this.  And that's because I like guessing zones for veils.  You should add that the 'wild attack' should be enough shifts (at least 3, usually) to create a maneuver.

Thank you, and will add.

Quote
@ Theogony_IX:
- Regarding Long distance:  It sounds complicated

Yeah, it adds a different process to overcoming the block than just an attack, maneuver, or perception roll but that's because you're fighting someone a great distance away. Far enough that attacking may not be possible and hidden enough that a simple roll won't reveal them. Finding and attacking a sniper can be complicated or impossible even. That's part of what makes sniping so scary. Perhaps that can be simplified though.

Quote
- How does speed powers play a role?  or should it?  Obviously, moving zones makes it trickier for them to locate your zone.

I don't think speed powers should play much of a roll inherently. They would allow you to dance circles around a melee target trying to locate you through attacks, but otherwise, being fast doesn't hide you in plain sight anymore than it will hide you behind a veil. Only if you're far enough away that your movements wouldn't be apparent would a speed power help hide you above and beyond your block roll (see long distance mundane stealth).

If I absolutely had to include them based on the sneaking bonus in the powers, I'd probably have them be included as a factor in the difficulty set for the Investigation/Alertness checks each round. That difficulty should be based more on fun than anything else though.
Title: Re: Fighting While Hidden
Post by: Sanctaphrax on March 13, 2015, 05:14:49 AM
Taran, Theogony, thanks a lot. You've got some good stuff there.

I'm gonna let your approaches simmer in my head for a few days. Then I'll decide what I want to go with in my own games. Chances are it'll be a frankenstein-ian hybrid of both approaches and some other ideas from this thread, since I'm me.

I have another thought.  There's been lots of ideas thrown out on this thread already...I hope someone is keeping track...

I am.

Why? It seems pretty straightforward to me; it's just a maneuver and tag for effect.

Invoking for effect is freeform. It's the mechanic you use to handle weird edge cases. I guess we could make it a "standard invoke effect" like starting a grapple, but I don't find that elegant.

As far as melee attacks and stealth being impossible, I'm sure that the Skinwalker did exactly that against Harry.

It's cool that someone like the Skinwalker or the Genoskwa can do that sort of thing, but I'm not sure it should be possible for Joe Warden using an ordinary veil. So maybe it could be a custom Power. This one (http://www.jimbutcheronline.com/bb/index.php/topic,19934.msg2062283.html#msg2062283) could be tweaked to include that, or a new one could be written.
Title: Re: Fighting While Hidden
Post by: vultur on March 13, 2015, 05:21:07 AM
As far as melee attacks and stealth being impossible, I'm sure that the Skinwalker did exactly that against Harry.

Not really. I just re-read the Skinwalker vs Alphas/Harry fight early in TC, and even though the Skinwalker was veiled, Harry can tell where it is... not its shape, but he can track its movements.,
Title: Re: Fighting While Hidden
Post by: Quantus on March 13, 2015, 01:41:23 PM
Not really. I just re-read the Skinwalker vs Alphas/Harry fight early in TC, and even though the Skinwalker was veiled, Harry can tell where it is... not its shape, but he can track its movements.,
That still isnt impossible, it's just not perfect.  Also iirc it made a lot of use of it in the attack on Chateau Wraith as well.
Title: Re: Fighting While Hidden
Post by: Taran on March 13, 2015, 05:14:50 PM
From what I did myself, and from reading people's feedback, I'd say you'd need a couple of things:

- If you're going to allow cloaking to block attacks, they should either go away as soon as  you use them to block or have them degrade, somehow.  Which is kind of how you had it in the first post.  You can get some incredibly powerful cloaks.

- I've changed my stance and believe a successful attack should bring it down - just like a regular shield block.
    It makes them slightly less powerful than a shield block because an alertness or investigate should also be able to bring them down.   That said, they're way more powerful/ flexible out of combat, so I'm o.k with that.

- The options for re-stealthing should be there.  Not sure how to go about it.  Tagging or invoking an appropriate aspect seems the best way.  Once you're re-cloaked, I'm not sure what that would mean?  Do they need a perception, or is it just a block on attacks?

- Ambushing should be limited.
Title: Re: Fighting While Hidden
Post by: wampa on March 15, 2015, 11:32:28 PM
Not really. I just re-read the Skinwalker vs Alphas/Harry fight early in TC, and even though the Skinwalker was veiled, Harry can tell where it is... not its shape, but he can track its movements.,

I'd allow Lore to complement/modify Alertness vs Supernatural forms of Stealth.

Maybe put some restrictions that force Stealth/Veils/Glamours to be used as some kind of Armor rather than a Perception-block in certain circumstances?

The idea of "veil as armor, sometimes" makes sense to me for the Skinwalker attack on Chateau Raith, at least. Kincaid's activities in the Shedd Aquarium are a bit harder for me to reconcile within the same paradigm.
Title: Re: Fighting While Hidden
Post by: vultur on March 16, 2015, 02:07:26 AM
It just doesn't seem like the veil is actually accomplishing much in that fight.
Title: Re: Fighting While Hidden
Post by: PirateJack on March 17, 2015, 03:39:47 PM
It was using the veil as part Intimidation, part Block, rather than as a veil. Skinwalkers are all about fear, after all.
Title: Re: Fighting While Hidden
Post by: Sanctaphrax on June 27, 2015, 08:12:56 PM
Remember how I said I'd think about things for a few days and then decide how I'll handle this in my own games?

Well, it turns out that a few days is more than three months. Ah well, it's not like anybody was waiting for me.

I'm about 60% satisfied with these. Feedback would be greatly appreciated.

Rules For Fighting While Hidden

The are four levels of hidden-ness. The two highest represent being properly hidden, and barring Aspect stuff you can't reach them in combat. You have to start the fight hidden to be that well-concealed.

Most of the time, you only need to care about Not Hidden and Blocked, which are simple to manage. Truly Hidden comes into play when people enter the fight concealed and their opponents fail their initial Alertness rolls to find them. Hidden comes into play when someone who's Truly Hidden does something to reveal themself.

0. Not Hidden
This is what you are by default. Not much to say here.

1. Blocked
You benefit from a block which protects you from attacks and from attempts to Assess your traits. It's just a regular block.

2. Hidden
Nobody can see you, but people know you're around somewhere. They also have at least vague idea of what zone you're in. You can be targeted by actions, but people need to guess which zone to target and you can use your veil strength/hiding roll as a defence roll. Your actions are secret.

3. Truly Hidden
Nobody even knows you're present. Nobody can do anything to you. Your actions are secret. You can ambush people.

Being Found
You may roll Alertness or Investigation to find hidden characters as an action. When you do, everyone whose veil strength/hiding roll you beat is now Not Hidden.

If you're Hidden or Truly Hidden and you make a ranged attack or do anything else that affects anyone else, you become Hidden automatically. If you're within three zones of your opponents, they get to know your zone. If you're not, they know which direction you're in. In addition, everyone else gets to make an Alertness roll to discover you without taking an action.

If you're Hidden or Truly Hidden and you make a melee attack against someone in your zone, you become Not Hidden automatically unless you Take Out your target. If you Take Out your target, treat it as a ranged attack.

If you're Hidden and someone tries to hit you, and they picked the right zone, you may defend normally or use your veil/hiding roll to defend. If you defend normally, you become Not Hidden. If you use your veil/hiding roll to defend against a single-target attack and get hit, you become Not Hidden. If you use your veil/hiding roll to defend against an area attack, your defence is Mediocre (+0). But you stay Hidden, and you don't have to tell anyone they succeeded in hitting you. If they picked the wrong zone with a single-target attack, they just roll against your veil/hiding roll and if successful learn that you're not there. If they picked the wrong zone with a zone attack, they roll and nothing happens.

If you're Hidden or Truly Hidden and you move, you normally become Not Hidden. But you can roll Stealth to move 1 zone (2 or 3 with Supernatural or Mythic Speed) without being obvious. When you do, everyone else can roll Alertness to notice your movement. If you win, you stay as hidden as you are and you don't have to tell people where you moved. If they win, you become Hidden and they know which zone you moved to. If they win by 3 or more, you become Not Hidden.

At the GM's discretion, if you have a magical veil up and would become Not Hidden, you may become Blocked instead.

Hidden To Some
It's possible to be hidden in such a way that some of your enemies know where you are and others don't. But anyone who sees you can point out your position without an action, so this will very rarely happen. If you get into a three-sided fight or something and it happens, just track your hidden-ness separately for each opponent.

Perception Skills
At the GM's discretion, perception skills may modify actions taken against concealed characters.

Modifiers
At the GM's discretion, the lighting and other environmental conditions may modify people's rolls.
Title: Re: Fighting While Hidden
Post by: Taran on June 29, 2015, 12:41:28 AM
Overall I like it and it takes in to consideration many of the suggestions.

Why make a specific rule for area attacks?  Why not just say veils don't apply to area attacks.  It shouldn't matter if your hidden and saying you dodge at +0 seems like an added rule. 

Title: Re: Fighting While Hidden
Post by: Sanctaphrax on June 29, 2015, 02:26:56 AM
Glad you like it. And yeah, I wrote it after reading and re-reading this thread to absorb as much as I could. If we have another stealth fight in EtA, I'll give these a spin.

There's a specific rule for area attacks because hiding shouldn't help, and I figured having hidden people choose between getting hit hard and being revealed would make for more interesting gameplay than just having them be revealed.

An alternate solution would be to let hidden people make normal defence rolls without revealing themselves, but I'm trying to keep the power of stealth in check here. And narratively, if an attack would be capable of revealing you, I don't think you should be able to maintain your stealth by making non-stealthy dodging movements.

I'm not married to that line of thought, but it's what I had in mind.
Title: Re: Fighting While Hidden
Post by: wyvern on June 29, 2015, 06:59:58 PM
Well... it depends on how you're hiding, really.  If you're hidden by a veil and standing in the open, then sure, defense zero or reveal your location against an AoE attack.

If, by contrast, you're hiding in a foxhole or blind you built, or are otherwise physically concealed... that should help against area attacks as well.  I'd probably modify the rules for area attacks as follows:

1: You can use your hidden-ness strength to defend against area attacks if you invoke an appropriate aspect for effect - this can be by spending a fate point to make a declaration, or by using the free tag on an aspect you already established.  In this case, follow the same rules as for non-area attacks: if you get hit, you become Not Hidden; if you aren't hit, you remain at whatever level of hiding-ness you previously were.  One such invoke-for-effect will allow you to defend in this way until you become Not Hidden or the situation otherwise changes to remove the aspect you were using (i.e. if you used a free tag on a fragile aspect, this one defense is all you get out of it).

2: If you choose not to dodge (relying on veil strength, or taking the zero base defense against a ranged attack), and you spend a fate point to re-roll your defense, you may also re-choose whether or not to dodge.  (This is mostly there to allow for those dramatic dive-for-cover moments when you thought you could stand and take it and then discovered that no, actually, your opponent got a +4 on the dice and taking a mediocre defense against an area attack just won't cut it.)

3: Aside from the option in number two above, you need to choose whether or not to dodge before your opponent rolls their attack.
Title: Re: Fighting While Hidden
Post by: Sanctaphrax on June 30, 2015, 12:57:09 AM
I don't want to codify anything that uses invocations. Aspects are best left freeform. But if I was GMing, I'd let someone invoke HIDDEN FOXHOLE to protect them from an area attack.

When using your veil or hidden-ness to defend you can't reroll. Because you don't roll.