Hiya. Ive recently alpha-released another version of
www.dungeonbash.com with stealth being the focus of this release.
Id love to get some feedback from experienced roguers about this.
summary:
Its a 3-character team based game of combat tactics. As far as stealth goes, the light or dark of a tile directly dictates how easy it is to hide or remain hidden on that tile. Tiles are normally quite dark, allowing medium skilled characters to hide on them. But they get lighter due to:
1) light from torches. obviously makes stealth harder.
2) detection skill of monsters. Monsters emit a light that of an intensity and radius proportional to their detection skill.
3) monster attention. your characters emit a light that is proportional to the amount of attention they are getting from monsters, which will be either a) none at all (no light), some attention (a little light) or lots of attention (a fair amount of light).
the last one is most interesting, because once seen, it makes it much harder to hide unless you first get that character out of LOS, or in the case of highly skilled sneaks, at least into some rocks to use for cover. It also means you want to keep your sneaks away from your non-sneaks, because the non-sneaks will almost never be able to hide once spotted, and the attention they recieve will make it too hard for sneaks in their vicinity to hide. So it creates a nice tension between when to bunch the party for melee or split the party for scouting or ambush.
It also means that non-stealthy characters can help out others by purposely attracting attention, making it easier for the others to hide.
Cover, in the form of rocks offers a large bonus to stealth, particularly for small sized characters. Hidden characters cannot perform any actions except wait and move, otherwise they reveal themselves. When hidden, the first attack they do gets an ambush bonus which is a big bonus to attack skill and significant bonus to damage.
The summary is that stealth adds another dimension to the tactics, and enhances the survivability and usefulness of smaller creatures that are not great at toe-to-toe melee.