...I’ve got questions related to the stealth mechanics in Evolved Edition, especially when it involves xenomorphs. I like the cat-and-mouse mechanics introduced and have mental images of Alien Isolation all over the place. But I feel the xenomorphs are still unforgiving and I’m wondering whether the mice might have any chance.
Roleplay starting situation: a group of humans, including a witty synth (OBS 8), is exploring a building where a drone is present, passive in the beginning.
Example 1: the PCs have been silent so the xeno is still passive. Both come within line of sight of each other in an office. The group won a first passive open opposed OBS roll (p. 56) since they’re using the high stat from the synth for the group (p. 57). They choose to hide in this cluttered area. They’re now out of sight of the passive xeno. On the next stretch, they decide to ambush the xeno when it turns its back on them to leave the office. They need to leave their hiding spot, thus coming into line of sight of the xeno (even though they’re still behind it). They want to execute an ambush, which requires them to "make an opposed OBS roll against all enemies in line of sight" (p. 58).
Question 1: am I correct to assume that PCs willing to get the ambush bonus against an enemy need to win two opposed OBS rolls in a row (unless they ambush directly after the initial OBS roll)? If they fail this second opposed OBS roll, they only get the surprise bonus (p. 59)? They can’t ambush from their hiding spot?
Example 2: the PCs have made noise while searching an office. The xeno is now active and is zeroing in on the group, making noises in the airducts that the PCs hear. They have a couple of seconds to decide what to do. They know if they try to hide now, they can only hope that the GM gives them a stretch plus that the xeno won’t get any success on its 8 OBS dice (chance of success 13%). Instead, they decide to stay standing in the office. They don’t have time pressure, and they can count on the synth to win the passive open opposed OBS roll (chance of success 50%).
Question 2: am I right to assume that the hiding mechanics are basically useless against the xenos and nudge the PCs to either ambush or retreat (i.e. fight or flight but no freeze)?
Besides these mechanical questions, it makes me wonder what the rules try to achieve.
I feel like these rules want the PCs to realize they should stay clear from any xeno but the mechanics de facto encourage them to act aggressively (or flee). Am I missing something?
Lokaarth, there are several things to explain here. First, the game mechanics shouldn't be too cumbersome. Minimize your roll process as much as possible. You need to simplify everything. I use an opposed roll between the players and the xenomorph, and I then make a decision if the xenomorph has seen them. Second, in a melee situation, a lone player versus a xenomorph, the xenomorph is bound to win (you mentioned the mouse versus the shark). Therefore, I'm having a little trouble understanding why the players would want to ambush a xenomorph. I'd save my own skin if I were them, unless they're marines who need to "clear" an area.
The important thing here isn't the game mechanics, it's finding the right balance to create an atmosphere of fear, stress, and isolation for your players. The gameplay factor is also important; are we at the beginning of your game or at the end of the evening? Xenomorphs are more deadly at the end of gaming sessions (same goes for movies).
Rules are tools for you; you take some rules and leave others depending on how your game works (find the right balance). That's what's important.
Arthur.