Escaping: "Run away!" the captain shouted when all hope was lost, everyone was scared, starting to sprint towards the forest while the archers tried to shoot them down and the soldiers tried to run behind them. Escaping is probably a game changing mechanic in combat, its quick, and simple, but can help you as a player make your character live another day. Letting you reform with your group and with luck, be able to go more prepared in the next encounter. When rolling for escaping, one rolls a 1d15 plus their iniciative modifier, both for the escaping party and the ones who wish to stop them. An Exterior: An Exterior is defined here as a location that is not immediately surrounded by walls, in which there are infinite or nearly infinite directions in which someone might move unimpeded: A field, a forest, a large town square, etc. The Escaping Party may roll to escape, and any enemies within a seven block radius may attempt to stop them with rolls of their own. If no enemies are found within a 7 block radius, then the enemy may only roll once to stop an escaping roll, the first person next on the roll order that wants to try to stop the escape is the one to roll for this: Proper halting methods: Methods that logically would be able to halt an enemy without the direct need of hitting the enemy (Such as raising a wall of earth right in front of the enemy, raising a wall of flames in front of the enemy or a previously prepared crossbow bolt with a net.) The roll for Proper halting method is: d15-1. Improper halting methods: Methods that logically wouldn’t be able to halt an enemy without directly hitting them. (Such as your random arrow to the front of the enemy, casting some sort of non halting spell or doing something that MIGHT stop the enemy from fleeing though not necessarily. Sprinting to catch them would also be an improper method.) The roll for Improper halting methods is: d15-3 (Without counting your modifier, in the case you have 3 iniciative, this roll would be a d15 flat.) Note: Proper and Improper halting methods are only used when no characters are within 7 blocks of the escaping character. In the case there are characters within that range, they must roll against anyone wishing to halt them. An Interior: An Interior is defined here as a location which is immediately surrounded by walls and optionally a ceiling, in which there are limited directions in which someone might move unimpeded: the courtyard of a castle, a crowded tavern, an abandoned shack, etc. If the direction The Escaping party is trying to use for its escape s unimpeded (no characters in that direction), refer to the rules for “An Exterior”. If the direction The Escaping party is trying to use for its escape is blocked, they must, along with all characters within 7 blocks of them, roll their escape against all the characters blocking said escape. A Chokepoint: A Chokepoint is here defined as an interior location in which mobility is reduced (tight corridors/caves/etc) or when a character is surrounded in said interior, in this case The Escaping Party must roll their escape against all opponents who wish to halt them. This system was originally designed by Skydreamstudios, until here, however. Perception and Sneaking "I got this" Said the rogue, as he went to sneak behind the guard, taking his steps carefully, going to the next room where he could see with his eyes, the treasure he thought he would never be able to find, the majestic cheese wheel of death. Sneaking is an essential part for any good rogue, or... well... just any random guy that doesn't want to be noticed. It helps a character get from point A to point B without really needing to fight people. However, as good as you're sneaky, you're probably not going to be good at sneaking through someone who knows how this works, or it'll be harder to do so. For rolling stealth in general, you must roll 1d15 plus your iniciative, both you and the defending party, However, there's something else you must consider Situation wise, sneaking varies a lot, a person in chainmail will probably make it make sounds as they move, making it harder for them to sneak through. Graystone has no set in stone rules regarding sneaking, other than the fact that it varies within situations and that the rolls is a 1d15 plus, at max, your max iniciative modifier, which gets affected by the situation itself.