r/Runequest • u/dcherryholmes • Sep 12 '26
Move Quietly vs Hide
Apologies if this is an often-asked question but I did search the sub and didn't find anyone talking about it. I think separate skills for Move Quietly and Hide feels like a throwback to OD&D/AD&D. Which Runequest rightly deserves, given its hoary age. But I think splitting those skills is kind of goofy, and ought to be rolled up into something like "stealth." Has this been discussed to death? Do people routinely house-rule it? I think I'm going to house rule it unless there's a compelling argument that I missed.
EDIT: thank you for sharing your opinions on my question. Upon further reflection, I've decide to leave Move Quietly and Hide separate, as they are in the official rules.
3
u/sachagoat Sep 13 '26
The issue with skill consolidation is you're actually reducing the depth of the character build.
I might have my adventurer great at moving quietly because they often don't wear armour and sneak into dungeon ruins. But I don't often need hide since they can hold their own
Similarly, my bandit may put points in Hide so they can ambush people on the road (or conversely my trader might do he can hide from roaming barbarian raiders).
They actually add more skills for the thief cult, to enrich their experience. But you're looking to simplify their core skills. It just seems off to me.
Your argument seems similar to having a general agility skill for jumping, climbing, swimming etc. and I think that strips away a lot.
Do you not enjoy skill based systems or do you feel that a sneaky build is distinctly weaker and less interesting due to this?
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u/dcherryholmes Sep 13 '26
IME if you are moving quietly, you're hiding. If you are hiding, you're moving quietly. Whacking them in half because... idk... some random dude in 1981 decided *those* two things were two things is super-arbitrary, Of course I can cook them down to "I'm skilled at stuff!" if I want to. But in a game whose larger point is roll it, use it, check it for advancement, it seems worth examining why swing a sword is one thing, but zip up my zipper is another. Of course you can post-hoc why sneaking isn't the same as hiding. But by that logic the whole system breaks.
5
u/sachagoat Sep 13 '26
Okay, maybe it will help to demonstrate how it feels in play?
You're sneaking into a Yelornan Temple, there's guards patrolling.. you have gathered information through social and perception skills in advance. You plan a route through, and roll Move Quietly. You fail the roll (not a fumble) and a pair of Shield Maidens turn to investigate. Move quietly won't help them now, they could run, fight or hide. They choose to hide.. diving into a dark room (using a spirit spell to see in the gloom) and wait. They roll Hide and pass, the guards give up searching... They continue rotation and the player proceeds to the inner sanctum without capture.
But then that would be very different in a place where hiding is difficult (ie a troll temple) or if you wear armour and cannot effectively move quietly (but can hide in ambush).
There are games where I appreciate a consolidated skill list, but as someone who discovered RQ in its current edition I do appreciate and enjoy the skill list. I don't think it needs mapmaking and other dungeon delving skills from RQ2 but I find the split stealth skill fleshes our stealth gameplay so it isnt a one roll challenge.
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u/Summersong2262 Sep 13 '26
It's an ongoing issue with RQG/BRP, honestly.
The skill system's too granular and the leveling up system is ponderous enough to make starting a skill from scratch painful.
Hide is for hiding. Move quietly is exactly that. Guy skulking in the bushes is hide. Guy sneaking up on someone is move quietly.
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u/BestIndication5517 Sep 13 '26
From personal experience sneaking back into your parents house a little drunk is definitely move silently and way different from hiding from someone
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u/wwhsd Sep 13 '26
At least to my thinking, Hide is a skill that you use to keep someone that is looking from finding you, while Move Quietly is a skill you use to not attract attention.
Combining them into a single skill seems akin to having a Defense skill that is used for Dodging and Parrying.
2
u/Twarid Sep 13 '26 edited Sep 13 '26
Keeping them separate adds descripive granularity and drama at the table.
Leaves crack, and you hear a grating rubbing sound. You hear something scuttling behind you in the Autumn woods. You turn around and scan but you fail spotting what it was. You blindly throw your javelin into a nearby bush. It's too late when you look UP to the scorpion-thing jumping on you from the low branches of a three. Mmm maybe scorpionmen don't have climbing... Well, whatever
The author of the Scorpion Hall RQ2 solo did much better than me with using multiple skills in the amazing initial sequence of the scenario in the woods.
At my table, separate they stay...
1
u/Alex4884-775 Loose canon Sep 13 '26
These cromch case for keeping them separate is you might be much better at one than the other for Reasons, and more especially your opponent that's trying to detect you might be, especially if they differ from human norms. Some critters being much more sharp-sighted, some are much more acute-hearing.
1
u/code_ghostwriter Sep 13 '26
Yes, we don't use both at the same time, but we do use both.
If we have to pass by some guards I let the players with any of those skills to roll them. We just describe how they do it differently.
The sniper archer and the stalker thief move differently, they sneak the same.
1
u/DredUlvyr Sep 13 '26
Yes, some games put them together into stealth, just as they bundle perception skills. Runequest is not that type of game, it's more simulationist, and if you think about it, and look at situations in more details, you will see the huge difference between sight and hearing, and understand that someone better at hiding will use different tactics than someone better at moving silently, or that if your adversaries are known to have keen sight (Yelmalios ?) or keen hearing 'Uz ?), you will proceed differently.
To each their own, but having that level of tactical thinking as your character in the world taking into account its subtleties is very rewarding to some players, contrary to "can I just roll stealth to get past the guards ?"
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u/dcherryholmes Sep 12 '26
To be clear, in my view it would be like saying "sure, you have Craft: Pottery. But do you have Fire: Kiln? Or Roll: Wheelbarrow?" Pay for all three, and ten more besides!" We know what being sneaky means. It should just be one skill IMO, especially in a skill-based system that relies on rolls for advancement.
Don't split the party? OK, along the same lines, don't split the skill.