My players once knocked out some guards during a prison break and took their armour so that they could just walk around freely and focus on rping it was the happiest day of my life when those murder-hobos finally figured out you don't have to solve all your problems at the end of a blade
@@Kindlesmith70most people either by choice or accident (not knowing the rules) run nat 1 as failure. We run it by choice after learning the correct ruling. The problem is almost everyone runs it as FUMBLE! You roll 1 on stealth and step on bucket causing you to roll down the stairs taking 1d6 falling damsge and alerting every guard within 100m to your location and one of them instantly is alerting every other guard of your present and you failed the task because you were not supposed to cause any alerts 😂 you were tasked to sneak signature and candle signet via ring without being seen at all. Players saved that jy using Disguise Self and making it look like roppery by stealing some treasure while at it. Two people had diaguised themselves as the same guard who was running after them 😂 I was waitting outside as Plan C, Crash in!
I had a party decide to break into a military base (1920's setting) to get weapons to use against the organization they were working for. They did the impersonation stealth mission. They had a professional actor as a NPC they brought with them. One of the players crit failed on their fast talk roll to a guard while disguised as a general. The NPC crit succeeded and covered for the player stating that, "You will have to forgive the General, he hit the sauce a little too hard today." On player was an extremely attractive teenage girl, she went into the mess tend, and all the soldiers were trying to flirt with her. The stealth mission ended with the party driving a truck full of weapons out the front gate while all the soldier waved goodbye like the idiots. I died a little bit that day. XD
My favorite stealth moment was a mix of stealth/prison break where the one doing all the sneaking around was not the rogue, but the barbarian. The players had been framed for stealing the Crown of the Ancient King from an old dwarven crypt. The barbarian in the group had been severely injured by the minotaurs guarding the crown, so he was brought to the prison infirmary rather than the jail cells. When he came to, he broke the weak bindings on his cot, jumped a random patrolling guard, took his armor (good thing the barb was a dwarf), and stuffed the poor guy in a broom closet. He went deeper into the prison to spring his friends, but realized that they wouldn't make it out of there unscathed if they chose the violent path. They decided instead to fake a prisoner transfer. The rogue was a skilled forger and told the barb that he needed a signature from someone higher up in order to make official looking documents. He went off confidently enough, managed to sneak into someone's office, and then realized he couldn't read. He ended up grabbing a whole handful of letters and shoved them into any pocket he could, since one of those had to be important, right? I should mention that while the barb was trying to find some kind of letter, the rest of the party were trying to cause as much ruckus as they could to distract the real guards. They were in high security by the time he got back, and he managed to lie his way in to see them. He passed the letters over to the rogue, who was able to make a very nice prisoner transfer forgery, which the barb then presented to the guards outside and any others they found on the way out. He marched the "prisoners" right out the front of the prison and no-one started questioning it until they opened up the sewer grate out front and started diving in.
As someone who primarily plays Shadowrun, I find this video deeply amusing. It's kind of the default over there. But I would say the most important thing to remember as a GM in running a stealth mission? It's not your decision whether it's a stealth mission. The team, with all the tools and information available to perform a stealth mission, could well make the informed decision that it's a better idea to blow down the wall, grab the MacGuffin, be in and out in the span of about ten seconds with all the subtlety of a train wreck, and take their chances on a chase scene.
Blue Rose Blade I have had this happen in my game I have a heist crew who steal gold and magic stuffs for their trophy room Sometimes they pop in and out sometimes they throw a fireball through the wall and use major image to make a kri and distract guards
In a game I GM (scifi War) our group were infiltrating a criminal organization base on asteroid. Main plan was stealth... But as the group was discovered by a failed stealth check, the group commander gave order for plan B... Which was to trigger explosives and put base insides under vacuum. The mission went off to a tangent from there and we had a blast. Pun intended.
When I GM someday I'd like to construct missions that can just as easily be a stealth mission as a combat one. By making the mission a very trying combat mission I can encourage players to do a stealth mission instead, but at the same time if they're feeling bloodthirsty or want to test themselves in combat they can opt to go with the hard slog and wade through rivers of blood so to speak. I think (based on what I've learned so far) that GMing works better when you design your campaign more like an open-world RPG/MMO with fixed events that occur whether or not the players are involved in them, while also having events that are triggered by the player's presence in a certain location, city, or country.
sometimes you have a bit of control over if it's a stealth mission. i'm currently running a series of 1 shots where the premise is that the players are there to steal stuff, so it's kind of a given that it'll be stealth. however still the party went a bit more combat heavy then i was expecting. in the end everyone in the house was ether dead or unconscious. so even if you can control if it's stealth or not you still have no control over how things are going to go.
The last time we came to a stealth section, or at least there where stealth would have been the most practical way forward, our wizard shouted 'fuck it' and jumped into the bandit cave and wiped them all out with a single fireball. Our GM was stunned and a bit flustered, having been preparing for this since the week before.
I'm genuinely under the impression you plan your video schedule around what I personally have going on in my home game. Your timing for this is uncanny once again
This was a fantastic video, and it really helped me create a prison break stealth mission! While the naturally stealthy characters could proceed through the corridors normally, the less stealthy players could focus on tearing through bars and dispelling magic barriers that would block the party's path. On top of this, they could still hide above on wooden platforms holding crates that were suspended, and they could also hide and crawl through grates in the floor. The players also had to discover methods to dispose of the bodies, so they had to get really creative with not only the enviornment, but the utilization of the features in their class! Needless to say, my players loved it, and felt truly immersed as if they were escaping a real prison (Or at least as real a "video game" prison could get, lol). Thank you for your tips!
I think my favourite stealth missions are when my players actually make it into one. Like when they waltz up to a bandit fort and try and convince the gate guard to let them in. After all, bandits don't wear uniforms and aren't always bloodthirsty savages The other fun one, in my opinion, is what I tend to refer to as "special forces" stealth. Where the PCs sneak in, maybe with a couple 1-hit scraps, plant bombs or some such, and leave. Or are stealthy up to the point where they don't need to be and just rip into the enemy.
The Special Forces option came to be standard operating procedure in one Kingdoms campaign, I was playing the wizard and had a school of apprentices, and our spymaster of a rogue had his little ninjas, and we developed a wonderful tactic: The wizard does two things: One, prepares Invisibility, and two, prepares as many Rune spells as possible. The ninja does two things: One, using the Invisibility provided by the wizard, sneak into X enemy location, and two, drops the aforementioned runes ALL OVER THE PLACE. Cue mass confusion as fireballs, confusion effects and what have you tearing the camp apart just before the State Troops move in to clean up.
The empire did want them to escape. They put a tracking device on the Falcon that's how they found the Rebel base right after the escape. Also it doesn't make sense that moon size base would go on full alert for what appears to be a prison break. They don't mobilize a whole country's military and police force because of a prison brake. Sure they alert local authorities and maybe setup check points. But the cities 2 states over doesn't go on high alert looking for the escapee. The problem a lot of people have when playing arm chair quarter back for stories is they use their out of character information to point out lacks of judgement for an in character action. You have a couple of rebels that break out of prison on massive station with as far as you know, no real way off the station, and thousands of troops patrolling the halls. Also the Scene with guards talking about it might be a drill shows that they are stationing troops around the station to try and locate the escapees since they don't know where they are. The Falcon did have several troops guarding it but they got distracted by the fight Vader was having. We knew at every moment where the heroes were but the Empire had a Moon Size station to try and track them down in and they can't just abandon security in other areas to hunt for the rebels.
small tip for DMs; if PCs in stealth mode encounter a large area/room/corridor with a lot of doors and you know they intend to listen at them all, and you know most of them have nothing to hear, have them make a Listen/Perception check at the first door, and if room is empty tell them they hear nothing to indicate there's anything on the other side (if they open and find nothing fine). Regardless, don't have them roll again - just use that first roll they made it and apply to the first door that it really matters. So in other words, player gets a 14 on the first door. Behind that one and the next two you know the rooms are empty. Don't have them roll again for those doors, they just keep opening them to confirm they hear nothing, then applying that 14 to a door that matters, they hear guards; or if the first roll was only an 8, they hear nothing (if in fact the guards playing cards aren't detected via an 8). In other words, you're applying the dice result to the only door it really matters. Speeds up game time significantly to avoid a bunch of unnecessary dice rolling mechanics. Same is true if you ask the PCs to make a stealth test when lurking around the door. If you know only 1 out of the 4 doors has a legitimate threat, just have them roll the first door, and apply that to the door that matters when they get to it.
I've actually had a sneaking mission on a pirate ship and had an encountered guard just assume the bard of the group was most definitely the new swabbie because he was such an unintelligent yet charming fellow that he was clearly one of them, even if he was clearly green.
My players are actually on their way to infiltrate a large, well-fortified temple in order to kidnap someone. So, this was great knowledge! I wish I had this in a previous stealth encounter they had.
When it comes to handling stealth rolls for stealth sections (have yet to run a full stealth mission as I haven't had players who are really interested in that) I like to have players roll stealth for the "scene," an arbitrary unit of measurement I got from the World of Darkness rules system which is equivalent to the length of time between one cinematic section and the next. I then use that stealth check to determine the way things go down for the whole section, determining aspects of the environment partially off of the roll and partially off of what I had planned. For example; One player fails their stealth roll? Well that means they accidentally run into a guard who spotted them and they have to swiftly dispatch him. One player crits? Well, there is a section with far too many guards to pass and a tree happens to fall causing them all to turn long enough for the player to pass and allowing him to open a locked door for the rest of the players. Things like that keep the game moving and keep things more dramatic, and i like it that way. Just an extra way to handle stealth rolls for people who are interested.
I think an important thing in a stealth mission. You should avoid what Yhatzee would call a cockup cascade. Where if you mess up a single time everything goes to shit and you might as well give up.
14:30 Indeed George Lucas & Grand Moff Tarkin (though the idea is Darth Vader's) wanted them to escape, so they could lead them to the Rebels! That's why the Stormtroopers missed and Leia says we got away too easily.
Another very helpful one. One I've always liked is that u don't stop for whatever is going on. I find it incredibly annoying when someone's gestures suddenly change
Lol I really like how you explain things and how your voice sounds. Really made me feel confident that I could do this. Because of this video I am going to back and watch some of your other videos. Thanks for doing these!
Christopher P I don't really plan stelth missions but put a npc to imply that running in guns blazing is a bad idea or on the way to the place to go that sneaking is what they need to do but they don't want to I will put a group of npcs bringing carts full of there dead back home from that place. And if there was a strong npc that they knew and looked up to that npc would be dead with a close friend of his carrying the strong npcs head.
I heard the beeping and paused the video to go look to see what was going on in my kitchen. I thought it was so quiet because I had my headphones on and I never considered it was in the video.
Thank you for this great video oh Great Game Master! I am currently planing a Comedy DnD One Shot that has Stealth/Heist adventure aspects to it and this video is priceless to me. When I started planning this adventure I made some notes and rough ideas and then I checked your channel for any useful videos on the subject and I think this is the 5th or 6th video I watch in a row. Thank you again for the content you are creating for the community, you can't imagine how much this helps a lot of GMs around the world!
These videos really are great... I have noticed a slight lack of recitation, though. Any truly great GM's montra is "ALWAYS have a back-up plot." (that's "PLOT" not "PLAN")... Which is to point out that not everything will go swimmingly for the PC's, regularly the dice just don't agree with the scenario at hand, and for whatever reason, not a single save is going to help... SO it's no longer going to be a "Stealth Mission"... (Or for the matter a whatever other kind of mission was originally attempted) As a practical GM, myself, and quite old-school, there have been scenarios where I just hadn't figured on the whole thing "going sideways" quite the way or place that it did... And with no reasonable "back-up plot" to work with, my favorite default is to usher in some comic relief and let the whole thing devolve slightly to more of a "Hogan's Heroes" situation, so that with pride certainly a casualty, at least the party can survive the inevitable "consequences" of their short-comings... At the same time, I am curious as to your thoughts on matters of "What to do when the campaign irretrievably (at least short-term) goes off the bloody rails"... :o)
Yes, when there are exotics ("The Force", "Psionics", "Magic", "Alien tech", etc...) then stealth missions become quite different. th-cam.com/video/532j-186xEQ/w-d-xo.html
@@larsdahl5528 Really the best way to run stealth missions, give your players to option of buying stealth boosters at some point beforehand. Maybe they can buy stealth field generators in the local tech store, or perhaps they meet a wizard a session previous who offers to sell them invisibility stones for a somewhat expensive price etc.
Oh man, great tips. Thanks for this. My players are about to rob a Hutt crime lord and are going to do it stealthily. You've given me some great ideas.
We almost got into serious trouble during a stealth mission. A guard caught us trying to break into the king's chambers and was a failed persuasion roll later he was about to alert the whole freaking garrison. Believe it or not it was our half orc fighter Borya who saved our bacon "can't raise an alarm with a tomahawk in his face"
You know, there's one character concept I rarely see in RPs and that's someone that uses stealth to thwart the typical "lowlife" character. In other words they have stealth skills, but they work on the other side of the law and use those skills to combat other stealth arc-types. Like maybe they can be one of those rare guards that are actually competent and know quite a lot of tricks thieves or assassins use, or maybe they're employed as a counter spy or a mole?
About the information dropping, since the rogue would be in the front and the others in the back wouldn't the rogue see things first? wouldn't he notice the mosaic or the statue of the dead king?
The rogue would see it, but probably wouldnt notice details of what they were seeing, as they are either unfamiliar with history behind the things he sees, or he is too focused on looking for guards and traps to pay any attention to those details. An example would be having a rogue go through and he could see a statue of a man(little detail) and when the "deep thinker comes in, have him notice that the statue was of the dead king or whatever else you wanted it to be.
Unless you play DND5e, where Rogues are not only the sneakiest, but also kings of Alpha-Strike one-shotting enemies and possess the vast amount of intellect and foresight that is generally required to successfully infiltrate or avoid competent security xD
SinerAthin In that case, maybe having an unexpected _ahem_ "specially constructed guard golem" of some sort, which automatically detects enemies in a particular radius, and which will sound an alarm if not killed quickly enough. As for intelligence, add a trap or trick that requires expertise in a field your rogue lacks, but another player has? This would have to be a bit more personalized than "special rock monster," but it could work. This all comes a bit closer to railroading than I'd like, but 5e doesn't give a ton of options.
I always solved it with a line like this... "Everyone roll a history check" To that one inevitably successful player... "You've read about these creatures before, you don't remember much, but you do remember that these creatures are commonly employed by powerful magic users as Sentries/Guards due to their magical true-sight ability. You gather they are virtually impossible to sneak up on." No sneak attack, no one shot 5e rogue. Looks like that clanky armor-clad warrior is going to have to charge this thing, or maybe the mage is going to have to get clever with some spells. Either way, the rogue is going to have to share the spotlight for a few rounds.
So stealth is a big part of my party, we are using some house rules but basically every character is at least competent at stealth. Even the fighter is part rogue. I just had a stealth mission where the players planned, after a successful scouting mission, poisoning of food and everything went smoothly. Would you throw in additional complications? Or just give it to them due to successful planning and strategising.
Seems like your party have a style: Stealth missions. Let them become known for it: "I'm impressed by how smooth you did carry out your recent tasks!" And then give them access to more difficult missions in the future: "I was thinking: Now you did that last mission so smoothly, then maybe you are up for something that I previously thought to be too difficult to be worth the risk?". It is: The mission they just did: 'just give it to them' as you say, and then give them the opportunity to take on far more challenging tasks! "If you take this mission then remember: It is NOT just a 'walk in the park' ...!". To sum up: Let your players decide if they want 'additional complications' or not.
"The heavy hitters need to have something to do." Yes, they do. They usually have _waiting_ to do. If you aren't running a game for children, players can wait for the scouts to do their job. Even if it lasts half a session, scouts don't sneak well with their own heavy hitters in close support.
Will in New Haven An alternate solution which could be a lot of fun is a distraction. Perhaps a staged duel between members of the party, or a legitimate one after challenging a lieutenant of the evil-baddy-core, or the noble who owns the Manor. Maybe starting a "drunken" brawl just outside or nearby, either faking it or drawing in some real louts. Hell, just making a mock frontal assault on the castle/base/camp/station/etc. There's lots of ways to create a spectacle and/or aid your infiltrator without properly engaging in stealth yourself. Maybe get your fast talking bard to smuggle your bumbling wizard through security in order to disrupt the remotely generated magic barrier. You get the idea. There's a lot of ways you can turn something like this into a fun and engaging _Ocean's Eleven_ type affair without dragging your barbarian in the back or gagging your talkative sorcerer.
Sure, you _can_ and I'm not saying that you shouldn't. I'm simply saying that you don't _have_ to. I've been running games since 1980 and I've never had a group that couldn't wait, even for as much as half a session, while someone or some small group did something necessary. Usually, the characters talk to each other. In a recent session, they mostly talked about the Elf who was doing the scouting. www.drivethrurpg.com/browse/pub/11833/Bill-Reich?term=Bill+Reich&test_epoch=0
If I'm waiting for half of your session you're wasting my time. I'm more than happy to wait when it can't be helped, but if that wait is by design, then your design is shit.
I agree that _planning_ for that long a delay is a disservice to the other players. In practice, there have _been_ no half-session delays but fifteen-minute delays are pretty common and slightly longer delays do occur.
Will in New Haven Oh yeah, of course. You don't need to turn every little stealth gambit into a massive undertaking. Players are frequently quite happy to sit back for a few minutes and let the rogue scout ahead or do some short-term reconnaissance and infiltration. That's totally fine. I'm more talking about the scenarios in which we're talking about large scale, session-centric stealth missions. Breaking into the King's secret bladadyblah, springing an ally from the impregnable prison of impregnability, or heisting the great gem of shiny magical bullshit. Those stories where players might want to be involved, but aren't directly suited to the stealth aspects. At the end of the day however, they're only ever as involved as they chose to be. If they decide that they'd rather just hang back and mellow at the tavern while the rogue goes to work, that's perfectly fine- I just don't want complaints of "Well we just sat there the whole time," after I've dropped hints and clues as to what all they could do to help and be involved.
I have a small problem a person at my table will not stop trying to make everything from a movie or a show or a videogame if he looks a chest "I find a blaster from star wars" no...."I this specific armor from dark souls 2" uhh...."I find the iron Man suit" no you find a gun...."it's the rocket that rocket racoon uses!" He is just trying but trying to cram "this specific space gun from this specific game/movie" is really throwing off this midival game set with dragons and swords. It's never enough and he just wants more stuff he sees from movies or games and he won't stop the whole table has asked but he just wants that movie shiney. To make matters worse when it's not his turn he watches funny TH-cam videos and doesn't seem to care when it's not about him and he meta games in the worst way. An example he played a paladin and someone else played a dark elf mage, he punches and swords every "evil" thing in his way ,meets the player, I talk to her. ... you Just saw her torture a person to death ... yea well I want to talk to this one ... You killed the last seven people you met for even being associated with "evil" ... Yea but it's (name of player). Between doing meta gaming (badly) and making sure that whatever alien he just met has to be a xenomorph or that staff he just got is gandalfs from lord of the rings battle of five armies he has de-railed more than one campaign he is just trying to have fun but he is really messing up the other players trying to be serious about it and the he is over there trying to make sure he is "THE BAD ASS" and not giving a crap about the others playing what do I do I don't want to kick him but he is that guy that no one wants to play with cause he can't stop doing this but we do like him as friends just not at the table and we really want him at the table just without throwing in ten thousand game/movie items refrances and ignoring everything else. I know I can make it fun for him and fun for others but I need to know how to work with it if I can't stop it to make matters worse it's never even the right genre if it's old time midival he wants to find alien space armor when it's in space he wants to find the sword from braveheart how do I deal with this? PS sorry sorry sorry for the bad grammar spelling and punctuation new to English and still learning
thunderstruck206 1. Your English is actually quite good. A paragraph break wouldn't hurt, but you did fine. 2. Honestly man, you've got to talk to him about it. He's either got to can it, or he's got to go. Don't let a player run you around your own game. If he's open to it, try getting him to mellow a bit- maybe sit down with him and design some lore friendly loot based on something good from a film ahead of time- but make it clear that this is a rare occurrence and that you won't just feed him loot. With players like this, you have to be firm and stick to your guns; if you give them an inch they'll take a mile. If you can't do that, or if he refuses to abide, you're really better off just having him leave.
Drake Ford thank you very much. it's always from some game or movie but it's near constant. it's really throws off my dming stopping every two minutes to say "no it's not a xenomorph" "no you don't just have a one hit killer pistol". another thing he does is he makes like an hour long backstory and doesn't stick to it. For instance he made a backstory that was twenty mins long about how he hated (group A) because (group A) killed his whole family, and then had a ten minute fight with me (the dm) because he wanted to join (group A) because he thought they where cool. Had a royal meltdown when I politely mentioned that they killed his family. The group likes him he is really enthusiastic about dnd and is new so I want him to stop this, but not crush his love of the game...I know that feeling to well and don't want him to feel it. I'm just a little lost but I'll try this idea
thunderstruck206 No problem man. You've really just got to be firm about it, and it probably wouldn't hurt to mention that it's grinding the other players' nerves as well. Most people don't mean to be disruptive, they just are. Hopefully this helps set everything back on track for you.
Drake Ford thank you again and I will try that it's very hard to find a group where I am so it's also a matter of I can't cut anyone out it's taken the better part of two years to scrape together my little band of people and losing one member would be a huge blow to the party I've attempted online but if it's not people trying to be gods it's people who couldnt tell a rock from a dragon it's just hard to find a good group but seeing this channel and you helping me has given me a better outlook on the community thanks again for this P.s I'll try and use punctuation better still new lol
thunderstruck206 I had a simular problem and I found an agreeable way for the gm and player to fix this siduation. Make sure everyone knows the time period and what weapons and gear is expected. Then make a chart for what could be in the chest or have it preset (meaning the gm knows what's in it and the party gets it). If the player or gm rolls us 1d20 with 1-15 being random items that you put like gold or jars or door stops (little triangles to keep doors open/closed) then 16-18 being magic rings and such 19 magic weapon then 20. 20 is special if the gm rolls the 20 ask the player what he was hoping for (or if the gm noticed what that player/players wanted) have them 4 roll 1d6 and if it's 3-6 they get it (with in reason. no plasma cannons in a mid-evil settings). Informing the players of this system differs group to group. Some says yes that is awesome and others say well now we can break the game. But it is aggreable and you can adjust the numbers like making 1 and 20 being awesome. Or making 1 being empty. I hope this helps in the future
My players once knocked out some guards during a prison break and took their armour so that they could just walk around freely and focus on rping it was the happiest day of my life when those murder-hobos finally figured out you don't have to solve all your problems at the end of a blade
0:00 when you roll a natural 1 for stealth
What're you talking about? He doesn't show up on camera until twenty seconds in.
andrew de grootte or nat 20
Natural 1 on any check other than an attack doesn't result in instant failure. Sure enough it wont be a high result but it isn't an instant failure.
@@Kindlesmith70most people either by choice or accident (not knowing the rules) run nat 1 as failure. We run it by choice after learning the correct ruling.
The problem is almost everyone runs it as FUMBLE! You roll 1 on stealth and step on bucket causing you to roll down the stairs taking 1d6 falling damsge and alerting every guard within 100m to your location and one of them instantly is alerting every other guard of your present and you failed the task because you were not supposed to cause any alerts 😂 you were tasked to sneak signature and candle signet via ring without being seen at all.
Players saved that jy using Disguise Self and making it look like roppery by stealing some treasure while at it. Two people had diaguised themselves as the same guard who was running after them 😂 I was waitting outside as Plan C, Crash in!
I had a party decide to break into a military base (1920's setting) to get weapons to use against the organization they were working for. They did the impersonation stealth mission. They had a professional actor as a NPC they brought with them. One of the players crit failed on their fast talk roll to a guard while disguised as a general. The NPC crit succeeded and covered for the player stating that, "You will have to forgive the General, he hit the sauce a little too hard today."
On player was an extremely attractive teenage girl, she went into the mess tend, and all the soldiers were trying to flirt with her.
The stealth mission ended with the party driving a truck full of weapons out the front gate while all the soldier waved goodbye like the idiots.
I died a little bit that day. XD
Hah! That sounds great XD
Sounds like Call of Cthulhu lol, I love it
You forgot that C3PO and R2-D2 succeeded their bluff checks to escape capture.
My favorite stealth moment was a mix of stealth/prison break where the one doing all the sneaking around was not the rogue, but the barbarian. The players had been framed for stealing the Crown of the Ancient King from an old dwarven crypt. The barbarian in the group had been severely injured by the minotaurs guarding the crown, so he was brought to the prison infirmary rather than the jail cells. When he came to, he broke the weak bindings on his cot, jumped a random patrolling guard, took his armor (good thing the barb was a dwarf), and stuffed the poor guy in a broom closet. He went deeper into the prison to spring his friends, but realized that they wouldn't make it out of there unscathed if they chose the violent path. They decided instead to fake a prisoner transfer. The rogue was a skilled forger and told the barb that he needed a signature from someone higher up in order to make official looking documents. He went off confidently enough, managed to sneak into someone's office, and then realized he couldn't read. He ended up grabbing a whole handful of letters and shoved them into any pocket he could, since one of those had to be important, right?
I should mention that while the barb was trying to find some kind of letter, the rest of the party were trying to cause as much ruckus as they could to distract the real guards. They were in high security by the time he got back, and he managed to lie his way in to see them. He passed the letters over to the rogue, who was able to make a very nice prisoner transfer forgery, which the barb then presented to the guards outside and any others they found on the way out. He marched the "prisoners" right out the front of the prison and no-one started questioning it until they opened up the sewer grate out front and started diving in.
As someone who primarily plays Shadowrun, I find this video deeply amusing. It's kind of the default over there. But I would say the most important thing to remember as a GM in running a stealth mission? It's not your decision whether it's a stealth mission. The team, with all the tools and information available to perform a stealth mission, could well make the informed decision that it's a better idea to blow down the wall, grab the MacGuffin, be in and out in the span of about ten seconds with all the subtlety of a train wreck, and take their chances on a chase scene.
Blue Rose Blade I have had this happen in my game
I have a heist crew who steal gold and magic stuffs for their trophy room
Sometimes they pop in and out sometimes they throw a fireball through the wall and use major image to make a kri and distract guards
In a game I GM (scifi War) our group were infiltrating a criminal organization base on asteroid. Main plan was stealth... But as the group was discovered by a failed stealth check, the group commander gave order for plan B... Which was to trigger explosives and put base insides under vacuum.
The mission went off to a tangent from there and we had a blast. Pun intended.
When I GM someday I'd like to construct missions that can just as easily be a stealth mission as a combat one. By making the mission a very trying combat mission I can encourage players to do a stealth mission instead, but at the same time if they're feeling bloodthirsty or want to test themselves in combat they can opt to go with the hard slog and wade through rivers of blood so to speak. I think (based on what I've learned so far) that GMing works better when you design your campaign more like an open-world RPG/MMO with fixed events that occur whether or not the players are involved in them, while also having events that are triggered by the player's presence in a certain location, city, or country.
sometimes you have a bit of control over if it's a stealth mission. i'm currently running a series of 1 shots where the premise is that the players are there to steal stuff, so it's kind of a given that it'll be stealth. however still the party went a bit more combat heavy then i was expecting. in the end everyone in the house was ether dead or unconscious. so even if you can control if it's stealth or not you still have no control over how things are going to go.
The last time we came to a stealth section, or at least there where stealth would have been the most practical way forward, our wizard shouted 'fuck it' and jumped into the bandit cave and wiped them all out with a single fireball. Our GM was stunned and a bit flustered, having been preparing for this since the week before.
I'm genuinely under the impression you plan your video schedule around what I personally have going on in my home game. Your timing for this is uncanny once again
This was a fantastic video, and it really helped me create a prison break stealth mission! While the naturally stealthy characters could proceed through the corridors normally, the less stealthy players could focus on tearing through bars and dispelling magic barriers that would block the party's path. On top of this, they could still hide above on wooden platforms holding crates that were suspended, and they could also hide and crawl through grates in the floor. The players also had to discover methods to dispose of the bodies, so they had to get really creative with not only the enviornment, but the utilization of the features in their class! Needless to say, my players loved it, and felt truly immersed as if they were escaping a real prison (Or at least as real a "video game" prison could get, lol). Thank you for your tips!
I think my favourite stealth missions are when my players actually make it into one. Like when they waltz up to a bandit fort and try and convince the gate guard to let them in. After all, bandits don't wear uniforms and aren't always bloodthirsty savages
The other fun one, in my opinion, is what I tend to refer to as "special forces" stealth. Where the PCs sneak in, maybe with a couple 1-hit scraps, plant bombs or some such, and leave. Or are stealthy up to the point where they don't need to be and just rip into the enemy.
The Special Forces option came to be standard operating procedure in one Kingdoms campaign, I was playing the wizard and had a school of apprentices, and our spymaster of a rogue had his little ninjas, and we developed a wonderful tactic:
The wizard does two things: One, prepares Invisibility, and two, prepares as many Rune spells as possible. The ninja does two things: One, using the Invisibility provided by the wizard, sneak into X enemy location, and two, drops the aforementioned runes ALL OVER THE PLACE. Cue mass confusion as fireballs, confusion effects and what have you tearing the camp apart just before the State Troops move in to clean up.
The empire did want them to escape. They put a tracking device on the Falcon that's how they found the Rebel base right after the escape.
Also it doesn't make sense that moon size base would go on full alert for what appears to be a prison break. They don't mobilize a whole country's military and police force because of a prison brake. Sure they alert local authorities and maybe setup check points. But the cities 2 states over doesn't go on high alert looking for the escapee.
The problem a lot of people have when playing arm chair quarter back for stories is they use their out of character information to point out lacks of judgement for an in character action. You have a couple of rebels that break out of prison on massive station with as far as you know, no real way off the station, and thousands of troops patrolling the halls. Also the Scene with guards talking about it might be a drill shows that they are stationing troops around the station to try and locate the escapees since they don't know where they are.
The Falcon did have several troops guarding it but they got distracted by the fight Vader was having. We knew at every moment where the heroes were but the Empire had a Moon Size station to try and track them down in and they can't just abandon security in other areas to hunt for the rebels.
I always like to think of the assassination scene from Berserk. He is a fighter but he is sneaking.
small tip for DMs; if PCs in stealth mode encounter a large area/room/corridor with a lot of doors and you know they intend to listen at them all, and you know most of them have nothing to hear, have them make a Listen/Perception check at the first door, and if room is empty tell them they hear nothing to indicate there's anything on the other side (if they open and find nothing fine). Regardless, don't have them roll again - just use that first roll they made it and apply to the first door that it really matters.
So in other words, player gets a 14 on the first door. Behind that one and the next two you know the rooms are empty. Don't have them roll again for those doors, they just keep opening them to confirm they hear nothing, then applying that 14 to a door that matters, they hear guards; or if the first roll was only an 8, they hear nothing (if in fact the guards playing cards aren't detected via an 8).
In other words, you're applying the dice result to the only door it really matters. Speeds up game time significantly to avoid a bunch of unnecessary dice rolling mechanics. Same is true if you ask the PCs to make a stealth test when lurking around the door. If you know only 1 out of the 4 doors has a legitimate threat, just have them roll the first door, and apply that to the door that matters when they get to it.
Well, there is something I can definitely use.
I might already have told you, but if you end up in germany, owe you a beer or two.
I've actually had a sneaking mission on a pirate ship and had an encountered guard just assume the bard of the group was most definitely the new swabbie because he was such an unintelligent yet charming fellow that he was clearly one of them, even if he was clearly green.
My players are actually on their way to infiltrate a large, well-fortified temple in order to kidnap someone. So, this was great knowledge! I wish I had this in a previous stealth encounter they had.
When it comes to handling stealth rolls for stealth sections (have yet to run a full stealth mission as I haven't had players who are really interested in that) I like to have players roll stealth for the "scene," an arbitrary unit of measurement I got from the World of Darkness rules system which is equivalent to the length of time between one cinematic section and the next. I then use that stealth check to determine the way things go down for the whole section, determining aspects of the environment partially off of the roll and partially off of what I had planned. For example; One player fails their stealth roll? Well that means they accidentally run into a guard who spotted them and they have to swiftly dispatch him. One player crits? Well, there is a section with far too many guards to pass and a tree happens to fall causing them all to turn long enough for the player to pass and allowing him to open a locked door for the rest of the players. Things like that keep the game moving and keep things more dramatic, and i like it that way. Just an extra way to handle stealth rolls for people who are interested.
I think an important thing in a stealth mission. You should avoid what Yhatzee would call a cockup cascade. Where if you mess up a single time everything goes to shit and you might as well give up.
or make it so the players know they started the cockup cascade and know they should be out of the location before everything goes tits up.
14:30 Indeed George Lucas & Grand Moff Tarkin (though the idea is Darth Vader's) wanted them to escape, so they could lead them to the Rebels! That's why the Stormtroopers missed and Leia says we got away too easily.
In first 20 seconds, Me: "F**********k he's finally lost it"
I almost didn't see this video on my feed.
such a sneaky video.
I suspect you've just saved our new campaign about Infiltrating a City of the Undead.
Thanks for the advice.
Another very helpful one. One I've always liked is that u don't stop for whatever is going on. I find it incredibly annoying when someone's gestures suddenly change
I like an inclusion of NPC interaction here. It's a key in a story yet so many DM''s doesn't do it! =)
What do you mean? Isn't sticking the pointy end into NPCs interaction enough?! 😅
Lol I really like how you explain things and how your voice sounds. Really made me feel confident that I could do this. Because of this video I am going to back and watch some of your other videos. Thanks for doing these!
Give them skyrim guards LoL
I used to be an adventurer like you wait what (*gets beheaded *)
Stop right there criminal s- oh sorry wrong game.
I'm a thane. Stop bothering.
No loli gagging.
YES I'm litterally planning a stealth adventure right now
same
Christopher P I don't really plan stelth missions but put a npc to imply that running in guns blazing is a bad idea or on the way to the place to go that sneaking is what they need to do but they don't want to I will put a group of npcs bringing carts full of there dead back home from that place. And if there was a strong npc that they knew and looked up to that npc would be dead with a close friend of his carrying the strong npcs head.
Very helpful, thank you! Especially loved your points about giving them solutions if they can't think of one instead of just punishing them.
I personally don't enjoy stealth all that much, but... As a fairly new GM, I really appreciated and enjoyed the insight! Thanks a lot!
I'm starting a stealth based campaign. My club has been discussing to make a more thoughtful campaign and in it we won't battle unless necessary
I heard the beeping and paused the video to go look to see what was going on in my kitchen. I thought it was so quiet because I had my headphones on and I never considered it was in the video.
Thank you for this great video oh Great Game Master! I am currently planing a Comedy DnD One Shot that has Stealth/Heist adventure aspects to it and this video is priceless to me. When I started planning this adventure I made some notes and rough ideas and then I checked your channel for any useful videos on the subject and I think this is the 5th or 6th video I watch in a row. Thank you again for the content you are creating for the community, you can't imagine how much this helps a lot of GMs around the world!
Dude it is a treat to just listen to you say sentences
These videos really are great...
I have noticed a slight lack of recitation, though. Any truly great GM's montra is "ALWAYS have a back-up plot." (that's "PLOT" not "PLAN")... Which is to point out that not everything will go swimmingly for the PC's, regularly the dice just don't agree with the scenario at hand, and for whatever reason, not a single save is going to help... SO it's no longer going to be a "Stealth Mission"... (Or for the matter a whatever other kind of mission was originally attempted)
As a practical GM, myself, and quite old-school, there have been scenarios where I just hadn't figured on the whole thing "going sideways" quite the way or place that it did... And with no reasonable "back-up plot" to work with, my favorite default is to usher in some comic relief and let the whole thing devolve slightly to more of a "Hogan's Heroes" situation, so that with pride certainly a casualty, at least the party can survive the inevitable "consequences" of their short-comings...
At the same time, I am curious as to your thoughts on matters of "What to do when the campaign irretrievably (at least short-term) goes off the bloody rails"... :o)
The people I play with really like doing bank robberies in stealth missions and of course hiests are fun in general
Opening: The thief rolled a 1 on stealth check
I love your silliness (if I may call it that) at the start of each episode. This one was particularly good :)
13:32 Obi Wan Kenobi seceded his stealth rolls. Jedi are more or less monks from DnD I think he went way of shadows and cast Pass Without Trace.
Yes, when there are exotics ("The Force", "Psionics", "Magic", "Alien tech", etc...) then stealth missions become quite different.
th-cam.com/video/532j-186xEQ/w-d-xo.html
@@larsdahl5528 Really the best way to run stealth missions, give your players to option of buying stealth boosters at some point beforehand. Maybe they can buy stealth field generators in the local tech store, or perhaps they meet a wizard a session previous who offers to sell them invisibility stones for a somewhat expensive price etc.
Oh man, great tips. Thanks for this. My players are about to rob a Hutt crime lord and are going to do it stealthily. You've given me some great ideas.
We almost got into serious trouble during a stealth mission. A guard caught us trying to break into the king's chambers and was a failed persuasion roll later he was about to alert the whole freaking garrison. Believe it or not it was our half orc fighter Borya who saved our bacon "can't raise an alarm with a tomahawk in his face"
You know, there's one character concept I rarely see in RPs and that's someone that uses stealth to thwart the typical "lowlife" character. In other words they have stealth skills, but they work on the other side of the law and use those skills to combat other stealth arc-types. Like maybe they can be one of those rare guards that are actually competent and know quite a lot of tricks thieves or assassins use, or maybe they're employed as a counter spy or a mole?
This was excellent. I've rarely even considered this topic, and you've now given me even more to think about than I expected.
Thanks for taking my request into consideration :P. Amazing vid as always!
Great video, great content; as usual. Maybe a little bit too close to the camera IMHO but apart from that, a pleasure to watch
Been looking at your videos, and appreciate your insight. Very much so on this one as my campaign is finally switching gears into espionage.
Thank you for this video! Also: You're way of speaking is so refined, it's beautifully captivating
Extremely useful information. Thanks very much!
Amazing video dude, that beggining reminds me Skyrim Lol
That opener made me laugh. well done
An eye opener indeed!
Amazing video thank you so much!
Ah... THAT was the beeping and some other things... was not sure if it was really in the video or somewhere around here ^^
How do you run a political campaign?
Great GM : Running A Political Roleplaying Game - Game Master Tips RPG Notes:
th-cam.com/video/39IREXA5Ogw/w-d-xo.html
Lars Dahl oh, sweet. Thank you.
Isaac Collard you do a normal campaign but you lie constantly
Ieuan Hunt that's funny.
Isaac Collard
This is perfect as long as your players don't roll 1s back to back to back at key moments XD
Conan proved that the heavy hitter can be an awesome thief
Thank you so much for this video!
This gives me a few ideas for a Prison Break campaign.
He’ is a ninja!
thank you!
You have inspired me once again - thanks 8)
Awesome intro!
instant like!
what if they have a bag of holding and they all hop in every time a stealth comes up
I'd like to see a Stealth mission at a slam dance mosh pit... :D
About the information dropping, since the rogue would be in the front and the others in the back wouldn't the rogue see things first? wouldn't he notice the mosaic or the statue of the dead king?
The rogue would see it, but probably wouldnt notice details of what they were seeing, as they are either unfamiliar with history behind the things he sees, or he is too focused on looking for guards and traps to pay any attention to those details.
An example would be having a rogue go through and he could see a statue of a man(little detail) and when the "deep thinker comes in, have him notice that the statue was of the dead king or whatever else you wanted it to be.
awesome! thanks! :)
How about, "Interested Intelligentsia"
this is so helpfull! thx
He said that
Unless you play DND5e, where Rogues are not only the sneakiest, but also kings of Alpha-Strike one-shotting enemies and possess the vast amount of intellect and foresight that is generally required to successfully infiltrate or avoid competent security xD
SinerAthin
They are a bit out of hand, to be sure. XD
SinerAthin
In that case, maybe having an unexpected _ahem_ "specially constructed guard golem" of some sort, which automatically detects enemies in a particular radius, and which will sound an alarm if not killed quickly enough.
As for intelligence, add a trap or trick that requires expertise in a field your rogue lacks, but another player has? This would have to be a bit more personalized than "special rock monster," but it could work.
This all comes a bit closer to railroading than I'd like, but 5e doesn't give a ton of options.
To be fair, come a certain point the sentry golem should be *mandatory* in any reasonably equipped secure location.
If the rogue cannot oneshot the golem, what with their crazy first strike modifiers, odds are the warrior can't oneshot it either xD
I always solved it with a line like this...
"Everyone roll a history check"
To that one inevitably successful player...
"You've read about these creatures before, you don't remember much, but you do remember that these creatures are commonly employed by powerful magic users as Sentries/Guards due to their magical true-sight ability. You gather they are virtually impossible to sneak up on."
No sneak attack, no one shot 5e rogue. Looks like that clanky armor-clad warrior is going to have to charge this thing, or maybe the mage is going to have to get clever with some spells.
Either way, the rogue is going to have to share the spotlight for a few rounds.
So stealth is a big part of my party, we are using some house rules but basically every character is at least competent at stealth. Even the fighter is part rogue. I just had a stealth mission where the players planned, after a successful scouting mission, poisoning of food and everything went smoothly. Would you throw in additional complications? Or just give it to them due to successful planning and strategising.
Seems like your party have a style: Stealth missions.
Let them become known for it:
"I'm impressed by how smooth you did carry out your recent tasks!"
And then give them access to more difficult missions in the future:
"I was thinking: Now you did that last mission so smoothly, then maybe you are up for something that I previously thought to be too difficult to be worth the risk?".
It is: The mission they just did: 'just give it to them' as you say, and then give them the opportunity to take on far more challenging tasks!
"If you take this mission then remember: It is NOT just a 'walk in the park' ...!".
To sum up: Let your players decide if they want 'additional complications' or not.
I just wanted to do a stealth mission so that way in the end of it, the PC can figure out there making a plan that can surpass the Gods.
"Judo chop" lol
Umm, but the stormtroopers on Death Star REALLY were under orders to let them escape? It doesn't change anything in your argument, but just saying :)
The Death Star game. Where the only successfully sneaky player died while all the others who were fucking everything up got away.
Just as I'm writing a heist arc
You don't because the players will ALWAYS fail at stealth rolls =/
*I GOT A FOUR*
with having +1 on dex and proficiency bonus... :D
Tipp for players: always wear lether armor - it's literally made of hide.
and ignoring this is how our party started a bar fight with the Redbrands
Intruding Intellectuals
Inspired Intellects
Infiltrating Intelligences
I didnt hear him. Ninja confermed
Nice beard
"The heavy hitters need to have something to do." Yes, they do. They usually have _waiting_ to do. If you aren't running a game for children, players can wait for the scouts to do their job. Even if it lasts half a session, scouts don't sneak well with their own heavy hitters in close support.
Will in New Haven
An alternate solution which could be a lot of fun is a distraction.
Perhaps a staged duel between members of the party, or a legitimate one after challenging a lieutenant of the evil-baddy-core, or the noble who owns the Manor.
Maybe starting a "drunken" brawl just outside or nearby, either faking it or drawing in some real louts.
Hell, just making a mock frontal assault on the castle/base/camp/station/etc.
There's lots of ways to create a spectacle and/or aid your infiltrator without properly engaging in stealth yourself.
Maybe get your fast talking bard to smuggle your bumbling wizard through security in order to disrupt the remotely generated magic barrier.
You get the idea. There's a lot of ways you can turn something like this into a fun and engaging _Ocean's Eleven_ type affair without dragging your barbarian in the back or gagging your talkative sorcerer.
Sure, you _can_ and I'm not saying that you shouldn't. I'm simply saying that you don't _have_ to. I've been running games since 1980 and I've never had a group that couldn't wait, even for as much as half a session, while someone or some small group did something necessary. Usually, the characters talk to each other. In a recent session, they mostly talked about the Elf who was doing the scouting.
www.drivethrurpg.com/browse/pub/11833/Bill-Reich?term=Bill+Reich&test_epoch=0
If I'm waiting for half of your session you're wasting my time. I'm more than happy to wait when it can't be helped, but if that wait is by design, then your design is shit.
I agree that _planning_ for that long a delay is a disservice to the other players. In practice, there have _been_ no half-session delays but fifteen-minute delays are pretty common and slightly longer delays do occur.
Will in New Haven
Oh yeah, of course. You don't need to turn every little stealth gambit into a massive undertaking. Players are frequently quite happy to sit back for a few minutes and let the rogue scout ahead or do some short-term reconnaissance and infiltration. That's totally fine.
I'm more talking about the scenarios in which we're talking about large scale, session-centric stealth missions. Breaking into the King's secret bladadyblah, springing an ally from the impregnable prison of impregnability, or heisting the great gem of shiny magical bullshit. Those stories where players might want to be involved, but aren't directly suited to the stealth aspects. At the end of the day however, they're only ever as involved as they chose to be. If they decide that they'd rather just hang back and mellow at the tavern while the rogue goes to work, that's perfectly fine- I just don't want complaints of "Well we just sat there the whole time," after I've dropped hints and clues as to what all they could do to help and be involved.
Intelligencia Players?
Judo chop... really
Works for Austin Powers
**thumb on glasses**
Scholarly players.
Please adopt me.
I have a small problem a person at my table will not stop trying to make everything from a movie or a show or a videogame if he looks a chest "I find a blaster from star wars" no...."I this specific armor from dark souls 2" uhh...."I find the iron Man suit" no you find a gun...."it's the rocket that rocket racoon uses!" He is just trying but trying to cram "this specific space gun from this specific game/movie" is really throwing off this midival game set with dragons and swords. It's never enough and he just wants more stuff he sees from movies or games and he won't stop the whole table has asked but he just wants that movie shiney. To make matters worse when it's not his turn he watches funny TH-cam videos and doesn't seem to care when it's not about him and he meta games in the worst way. An example he played a paladin and someone else played a dark elf mage, he punches and swords every "evil" thing in his way ,meets the player, I talk to her. ... you Just saw her torture a person to death ... yea well I want to talk to this one ... You killed the last seven people you met for even being associated with "evil" ... Yea but it's (name of player). Between doing meta gaming (badly) and making sure that whatever alien he just met has to be a xenomorph or that staff he just got is gandalfs from lord of the rings battle of five armies he has de-railed more than one campaign he is just trying to have fun but he is really messing up the other players trying to be serious about it and the he is over there trying to make sure he is "THE BAD ASS" and not giving a crap about the others playing what do I do I don't want to kick him but he is that guy that no one wants to play with cause he can't stop doing this but we do like him as friends just not at the table and we really want him at the table just without throwing in ten thousand game/movie items refrances and ignoring everything else. I know I can make it fun for him and fun for others but I need to know how to work with it if I can't stop it to make matters worse it's never even the right genre if it's old time midival he wants to find alien space armor when it's in space he wants to find the sword from braveheart how do I deal with this?
PS sorry sorry sorry for the bad grammar spelling and punctuation new to English and still learning
thunderstruck206
1. Your English is actually quite good. A paragraph break wouldn't hurt, but you did fine.
2. Honestly man, you've got to talk to him about it. He's either got to can it, or he's got to go. Don't let a player run you around your own game.
If he's open to it, try getting him to mellow a bit- maybe sit down with him and design some lore friendly loot based on something good from a film ahead of time- but make it clear that this is a rare occurrence and that you won't just feed him loot. With players like this, you have to be firm and stick to your guns; if you give them an inch they'll take a mile. If you can't do that, or if he refuses to abide, you're really better off just having him leave.
Drake Ford thank you very much. it's always from some game or movie but it's near constant. it's really throws off my dming stopping every two minutes to say "no it's not a xenomorph" "no you don't just have a one hit killer pistol". another thing he does is he makes like an hour long backstory and doesn't stick to it. For instance he made a backstory that was twenty mins long about how he hated (group A) because (group A) killed his whole family, and then had a ten minute fight with me (the dm) because he wanted to join (group A) because he thought they where cool. Had a royal meltdown when I politely mentioned that they killed his family. The group likes him he is really enthusiastic about dnd and is new so I want him to stop this, but not crush his love of the game...I know that feeling to well and don't want him to feel it. I'm just a little lost but I'll try this idea
thunderstruck206
No problem man. You've really just got to be firm about it, and it probably wouldn't hurt to mention that it's grinding the other players' nerves as well. Most people don't mean to be disruptive, they just are. Hopefully this helps set everything back on track for you.
Drake Ford thank you again and I will try that it's very hard to find a group where I am so it's also a matter of I can't cut anyone out it's taken the better part of two years to scrape together my little band of people and losing one member would be a huge blow to the party I've attempted online but if it's not people trying to be gods it's people who couldnt tell a rock from a dragon it's just hard to find a good group but seeing this channel and you helping me has given me a better outlook on the community thanks again for this
P.s I'll try and use punctuation better still new lol
thunderstruck206 I had a simular problem and I found an agreeable way for the gm and player to fix this siduation.
Make sure everyone knows the time period and what weapons and gear is expected. Then make a chart for what could be in the chest or have it preset (meaning the gm knows what's in it and the party gets it). If the player or gm rolls us 1d20 with 1-15 being random items that you put like gold or jars or door stops (little triangles to keep doors open/closed) then 16-18 being magic rings and such 19 magic weapon then 20.
20 is special if the gm rolls the 20 ask the player what he was hoping for (or if the gm noticed what that player/players wanted) have them 4 roll 1d6 and if it's 3-6 they get it (with in reason. no plasma cannons in a mid-evil settings).
Informing the players of this system differs group to group. Some says yes that is awesome and others say well now we can break the game.
But it is aggreable and you can adjust the numbers like making 1 and 20 being awesome. Or making 1 being empty.
I hope this helps in the future
For future reference "stealthing" is a slang term for sabotaging someone's birth control.
I don't like this man. He makes me stressed. His like a teacher telling me off.
Amazing video thank you so much!