I'm rethinking things. While taking longer to find the week spot in the armor might be part of the stealth task, the actual ability to locate and effectively strike a key location seams to be more of an attack task. Would a character with a poor attribute DM, unskilled in combat and armor knowledge, using a not too effective improvised knife successfully stab someone from behind getting past the ribs to hit the heart just because they succeeded a stealth roll? A failed stealth check could still result in a character successfully outmaneuvering their opponent and stabbing them to death. Combat skill, characteristic DMs and other factors that go towards a characters ability to know how and where to successfully strike someone to "take them out" exist whether one is stealthy or not. Get in a good grapple and snap their neck. Face to face stab to the throat. Face to face baseball bat to the temple.
Rules:
"If some of the combatants are ready for combat and some are not, such as in an ambush"
Perhaps one option is that when sneaking up on someone the stealth task check is simply to determine if one side is caught unprepared and gets ambushed?
I can see using the aim option in some way. This could make the stealth task more difficult based on how much longer the attacker needs to be nearby and undetected. I always figured aiming could be outside and prior to the normal combat rounds. For example a sniper.
Now I point out the rule under task difficulties "A routine task might be hitting a prone victim in melee". Routine tasks have a +2DM. Maybe when a successful stealth check is made the task is easy or simple? Perhaps variable by the effect? This isn't too different from my task chain addition of the effect of the stealth task to the attack task. Note that for me, a total clutz with no skill might be so nervous that when they swing a bat it slips from their grip. Even a pro can have an off day and come up empty on rare occasions.
I was kinda liking this following idea even though my new above mentioned thoughts are that sometimes even a stealth attack might somehow miss.
hdan said:
I might be inclined to forgo the combat roll, and just use the appropriate combat skill + attribute as the Effect to add to the weapon damage
But then I crunched the numbers. Hope I got it right. Someone with no skill and even an average attribute with a dagger would be in the range of 0-5 damage. Not likely to be a one blow take out.
dagger (1d6+2)
1d6 avg = 3.5
3.5+2 = 5.5 avg dagger damage
5.5 -3 (unskilled) = 2.5 avg dagger damage for unskilled average ability person (without any task chain modifications)
Rule: "A character can only react to attacks that he is aware of." So as mentioned by others, the rules do allow for no dodging a stealthy attack.
Any armor issues such as finding the week spot in armor are true for stealth attacks, snipers, and even any half brained individual during combat would realize the guy just has a flak vest on but the rest of them is unprotected. So since this issue exists everywhere, I wouldn't address it only here with stealth attacks and instead address it as it's own separate issue to be resolved if needed. For me, the reduced task difficulty of the stealth attack and my personal option for aiming during stealth to give attack DMs will produce a higher effect to damage and simulate this well enough.
My current opinion: A stealth attack is not a miracle attack. You still need natural abilities and skills. You can still fail. A successful stealth attack ensures that you are undetected and unopposed so that the attack task is much easier.
So in summary, for me, I'd use the stealth skill task as needed for determining if an ambush/sneak attack is successful. A successful stealth check negates the opponents ability to react. Aiming during a successful stealth gives DMs to the attack task. I'd adjust the task difficulty for the attack from a successful stealth check and use the damage roll as is and use the knockout rule.
Other than possibly the aiming, I believe this is just doing it the way the rules are written.