QUOTE (Trillinon @ Sep 25 2011, 05:29 PM)

I don't know that I want Infiltration to be just a single roll. For a stealth character, it's what they do, and deserves some spotlight time.
(though multiple observers in one area might be handled like a group)
Infiltration should be scene based. Look at it this way: Each roll you have a chance of failure. If one failure likely means that you've failed the objective, then each time you roll, you dramatically increase your chance of failure. That is the "forcing a roll until failure" method of dick-GMing. The only FAIR method is giving everyone even chances: spotters and infiltrators, everyone gets one roll per scene. Now the definition of scene is of course questionable, but once you know you need it, you can define something.
Also, I don't entirely believe all this difference between knowing the observer is necessary or not. Either you WANT a game of stealth, or you don't. You can theoretically make every run un-stealthable, and that is very un-desirable from a gameplay perspective. Making it hard to use infiltration will just reduce the game to MORE planning, because the previously highly abstracted infiltration skill is now useless, or you reduce it to more mohawk, because if you can't sneak, anyway, you might as well just shoot your way through.
Sneaking is IMHO already hard enough, and stacked observers give enough chance of being seen. (Unless you have so many successes that no present observer can indeed spot the infiltrator.)
About spotting hidden things, and hiding from hidden things:
An observer can't "observe in detail" while he doesn't know someone is there. He can't specifically keep a lookout for someone specific, unless he has an indication that someone is coming. He might hide in a certain place in order to get a better view about a certain avenue of approach, but in order to do that, he has to know about those approaches. A security spider watching 20 cameras which are all hidden to be nigh invisible will still have to watch those 20 cameras at the same time, until he knows which one he should be watching in more detail. Hence, giving an observer a bonus to spot a hidden character while he himself is hidden ist rather difficult.
So the only sensible method is giving a penalty to the Infiltration check. And it's also the transparent method - the GM says "ok, make an infiltration check at a -3 penalty", or whatever. There may be other conditions that cause that penalty: It's too bright, it's just a hard place to sneak about, etc.
The other transparent method would be to tie it to some other rolls or mechanics: For instance you roll a legwork/gather info or data search in order to find security measures in place, and then get a penalty for each threshold you fail to meet:
For instance:
Successes on data search/whatever:
1 (or x): General layout, floor plan, etc.
2 (or more than x, etc.): security doors, obvious security
3: security features (cameras, pressure plates, etc.)
4: magical security in place
The problem is that there are several ways to get all this info, and not all are easily gameable. One could also do an extended test, and see how many hits (with a different table, obviously) one has, and then apply modifiers. One might also combine results from several different tests in order to find the resulting final penalty.
Of course, simply ticking off the actual information aquired and then applying a penalty based on the actual situation is also possible, if more complicated and less transparent.
(So, for instance, you fail to find one camera and a patrolling spirit, and hence the GM decides to apply a -3 modifier for each, or just a -3 modifier, because they don't occur at the same time.)
The ninja question is best solved (as was said) without modifiers at all. You don't get to re-hide until you notice that you have been spotted, and then re-hiding works normally: You make another infiltration roll, and the spotter gets the benefit of being able to specifically look for you, that's all.
When trying to hide from astral observers that you can't see, I've actually gone through all the modifiers in the game at present, and found that actually, if you just have the astral observer roll perception (=assensing) normally, you are only making very minor (situational) mistakes of maybe 1-2 dice total (but this should be different for mages or others with active spells). So overcomplication is hardly necessary, and giving the infiltration penalty is enough. I would even go so far as to check what it is that is on the astral: Watchers have 2 dice (unless part of this revision makes them stronger), and as such, the simple act or intention of hiding means that they might not see anything. (0 hits vs. 0 hits and defender wins.) So basically, a watcher should not apply a penalty to infiltration at all. A smarter spirit, for instance one that could buy a perception hit (4 dice), should apply this penalty.
To reiterate:
The design goal here is to make infiltration reasonably feasable. This is achieved by:
- not stacking probabilities against the infiltrator
- not giving overly large penalties for infiltration
- not giving overly large bonuses to spotters, especially if they are just on normal non-increased alert.
- not making sneaking past astral observers impossible, and I would like to limit this to mundanes. Mages should have to buy masking or go in with their foci and spells off. There are perception modifiers in the game that also apply to astral perception/assensing rolls which already enable this mechanic, when applied properly.