QUOTE (Dashifen @ Mar 4 2008, 04:25 PM)

In my games, I always let the players roll their dice for stealth (as an example), and use their hits to define a threshold by which the security attempting to see the stealthy players must beat. In other words, if the players roll stealth and get 4, 5, 3, 4, and 2 (these are hits for five fictitious characters as my table), the goons attempting to see them would need to beat one of those thresholds. It's likely they could beat a threshold of 2 but the threshold of 5 might be outside their capabilities. This seems to speed things up a bit because the PCs only have to roll once to represent an entire abstract amount of stealthy actions.
However, this does seem to create situations wherein characters (be they NPCs or PCs, doesn't really matter which) have to attempt to beat a threshold that doesn't change that could be quite high.
I would have everyone in a group roll (a group in this case is anyone directly traveling together). The lowest roll is the threshold (in this case, your 2 hit character) is your weakest link. Anyone that is stealthing around with him is at a higher risk of being detected. If you have the team split into two groups, anyone in the position to notice both groups would get two rolls, one for each group.
Now, that said... If a group takes their time, slowly sneaking their way into a position (extended stealth test), they'd get to accumulate hits (always based on the lowest hits roll for the group). I think it would be reasonable to say that anyone
actively searching for them would be getting extended perception tests to try and find them.
Also worth noting: As soon as the team stops to do anything else, they compromise their stealth and have to start re-accumulating successes. And yes, that means that against someone that's been actively pursuing them characters, they will almost certainly be spotted. About the only active skill that wouldn't interrupt the extended stealth test would be a perception roll.
QUOTE
Do other GMs (or if you're a player, does you GM) ask the PCs to roll more than once for these sorts of things? Thus, if there are three goons attempting to see the characters, do the PCs roll three opposed tests or do they just roll once and then the GM rolls three times? I've always done the latter to move things along, but the former provides better opportunities for the dice to come up weird.
I clump NPCs into groups of similar ability to speed things up.
Say I have three security guards. They're all basically the same except for their names. Same gear, same skills, same attributes, etc. I'll make one Perception roll for that group. They'll get a teamwork bonus if they're actively looking for someone. Now, suppose that their boss is with them. He has better attributes and skills (that's why he's the boss). Depending on my mood and the situation, I'll either 1) roll him and the guards seperately, 2) have the generic guards give him a teamwork bonus, or 3) allow only the boss or guards to get a roll.
Every guard the team sneaks past is a potential roadblock on the way out. The chance that the team will be able to exercise the same amount of stealth on the way out is slim to none. And as they say, Slim left town.

Its fair to say, I'm probably not following RAW. At the end of the day RAW doesn't (and can't) cover everything, IMO. And that's okay by me.