Maybe give it two different mechanisms. For unaware enemies, stealth vs. perception + d10 to swap without getting hit or alerting (high success), alert but not get hit (normal success), alert and get hit (marginal success) or fail the stealth check, alert, and move to the second mechanism.
For alert enemies, or enemies on which you failed the stealth check, move to opposed evasion +d10 vs evasion +d10. If you succeed, swap but get hit, if you fail, waste the turn.
This would make it viable for stealth dabblers, but significantly more powerful for specialists. Even heavy armored builds typically have enough evasion by the midgame to make this useful on most enemies, and cats and vamps and their ilk *should* be harder to get away from.
For alert enemies, or enemies on which you failed the stealth check, move to opposed evasion +d10 vs evasion +d10. If you succeed, swap but get hit, if you fail, waste the turn.
This would make it viable for stealth dabblers, but significantly more powerful for specialists. Even heavy armored builds typically have enough evasion by the midgame to make this useful on most enemies, and cats and vamps and their ilk *should* be harder to get away from.
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