FrankTrollman wrote:Yes, the very best Stealth systems in use today are "roll the dice and tell the MC how stealthy your character is being, using the results of the numbers as an improv prompt, then the MC will riff some shit off the top of his head."
And that is actually the preferred mode of play for many people. Getting bogged down in crunch-heavy systems has its own set of problems -- problems, frankly, I'm simply tired of contending with. But I get it, there are also plenty of crunch-monkeys out there (I sometimes still get those moods as well). The more I interact with rules-heavy systems, replete with robust mini-games, the more gamey the play feels (especially when you've got people at the table who just can't be bothered with remembering all that shit, so you have to hit the pause button every 5 minutes to coach them through it

). I'm in a place right now where I'm just inclined throw up my hands and use
GURPS Lite for everything. The major downside of that being the finesse work needed to actually pull that off.
It's plenty of work either way. For me, it's a compromise of which end to focus that work. I've come to find it easier to focus on framing and communication rather than rules-hammering. Though, that probably doesn't do anything to address disparate incentives towards modes of play.
You're right, neither of the above scenes are particularly complex; and as far as I can tell, MGuy and I (more so MGuy) explained how the current systems at hand can be perfectly serviceable for said scenarios (though, the way one followed the other, it seemed that you were clearly leading towards increasing complexity en route to proving a point). The types of complicating factors that you've been describing seem like narrative framing issues. Yes, there is obviously a critical mass of complexity at which point the current system(s) simply fail. You say that this can be fixed, and I say good luck to you and yours. Just mind exactly what these extra rules are trying to fix -- which are you trying to manage: complexity, or complication? I ask because I'm not sure, and those 2 things probably require different strategies.
Speaking of Shadowrun, RE:"literally naming your game
Cloak & Dagger" ... while I'm dubious of the idea that D&D would significantly benefit from the type of sub-system you propose, I do believe that Shadowrun might ought to
demand it.
Throwing up your hands and saying that DMing them is always going to be hard is simply conceding that you're never going to have a set of stealth rules that isn't fucking terrible or absent altogether in any game system you ever play. And I just can't accept that that's true.
It seems that you are much more the optimist than I. But fair enough, it has only been 40 years.
