I prefer to see combat used as a culmination of circumstances that pits the party against the collected forces of the enemy. The way Arinbor described the set-up screams "obstacle" to me, not "combat." The orc guard is merely an obstacle in the path of the party sneaking around and obtaining their ends, and need not be elevated so.Glorelendil wrote:And if the consequences are not so binary then there's not really a problem with resolving it as a normal combat, perhaps with some kind of bonus for successfully sneaking up, as discussed. Unless the heroes spend a lot of time sneaking around assassinating orcs so that this is a normal occurence, this event should be a tense scene, and I'd rather make it a sequence of actions/rolls than a simple one-roll resolution.
I also prefer not to rely on game mechanics for creating tension, but to let the situation do that. A lone, unaware orc blocking the way, who COULD raise an alarm if alerted, isn't to me the height of tension while journeying through orc-tunnels.
Either way will work, depending on what you like. Arinborn asked for alternatives, and the scene seemed to fit perfectly as "Loremaster character as obstacle," so that was my answer.
Often it is far easier to do something unheroic, which is why not everyone is a hero. In this game it is up to the player, not the Loremaster, to decide whether to act heroically.Like Zed I find this sort of killing to be very un-heroic, so the last thing I'd want to do is enable it with a simple skill roll.