Its been really quiet around here lately. Where are you all hiding? Lets try to get some conversation going by working on some new mechanics.
Sneaking in a tabletop RPG isn't too much fun - make a skill roll, see if you're heard. Not much actively going on. How would we make a game like "Theif" or "Deus Ex" with an actual emphasis on stealth rather than just an extra motion to get a critical back-stab?
The Video Game curmudgeon Yahtzee over on the escapist has an interesting article about the various types of sneaking: . He mentions three different kinds of stealth - avoiding sight, disguise, and social engineering. Another important point is that there needs to be a way to recover from a failure state, rather than a frustrating "spotted equals game over" situation.
Amongst the ideas that come to my mind, is to make it rather like stealth aircraft. They are not actually invisible to radar, but rather reduce the effective range and then slip through the gaps. A "field of scrutiny" (FOS) that surrounds a character, bigger in front, but generally all around and If you pas through it, you're very likely to be detected. Wearing a proper disguise, various powers, or careful movement reduces this FoS.
New levels of the sneaking skill only increase the effect of the techniques intermittently, but but between bonuses grant escape points that allow re-rolls or passes in certain situations. Out in the field, the ninja really can stick to the story of being just a farmer, but no one carries a rake in the castle.
In turn, there are several different stealth skills so a character can specialize by environment or situation. Dressing like a bum might make you invisible in New York, but not really help in a jungle. Name dropping forms and supervisor pay-grades will con your way through a government building, naming bands and explaining wiring will get backstage of a concert.
Chances are this is a game built around sneaking, so yes, a character does get multiple stealth skills. Or one skill with a tree structure like choices in many videogames.
Since timing also tends to be a factor, there probably needs to be a way to constantly monitor how long an action takes. Splitting everything into discrete tics/action points (like that review a while ago about "") Getting a bit meta, players themselves could be allowed only discrete periods of time to make a choice or describe things - say ten seconds or fifteen words. New levels of the skill give more time and words, letting them make more detailed plans as the character more expertly asses the situation and includes more factors.
Suggestions, Alterations, Additions?