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Another Set of Stealth House Rules

Paul Strack

First Post
I know we see about two of these a week, but here is another attempt to house rule stealth to make it balanced and playable. I hope it is both simple and close to the RAI, but that's a judgement call.

Here is a quick summary of the basics of you don't want to wade through the details:

1) I split Stealth actions in combat into two options: offensive (Stealthy Attack) and defensive (Hiding in Combat).

2) A Stealthy Attack requires skill training and normal cover or concealment. It grants you Combat Advantage for your attack.

3) Hiding in Combat requires Total Concealment or Superior Cover, plus a move action under cover. It grants you hidden status. Being hidden means you can't be targeted by direct attacks.

Stealth House Rules

These are my current house rules for stealth. They replace the Stealth rules on PH 188 and the Targeting What You Can't See rules on PH 281. They also extend the Surprise rules on PH 267.

There are two uses of Stealth in combat:

Option 1: Stealthy Attacks (Trained Only)

If you have cover or concealment against your target, you can attack stealthily in an attempt to gain a Combat Advantage. Make a Stealth check against your target's passive Perception as a free action immediately before your attack. You suffer a -5 penalty if you already moved more than 2 squares this turn or a -10 penalty if you ran. If successful, you get a Combat Advantage against your target for the attack.

If your attack could hit multiple targets, compare your Stealth check against each target's passive Perception. You only get a Combat Advantage against the targets that you beat.

To reduce extraneous Stealth checks from non-sneaky characters, stealthy attacks are Trained Only. Monsters with a listed Stealth rating are considered trained and can use this rule.

Option 2: Hiding in Battle

If you have Superior Cover or Total Concealment from all enemies, you can hide as a free action immediately after a move action. You must begin the move behind Superior Cover or Total Concealment and must remain behind some cover or concealment for the entire move. Your move must end in a different square from your starting position.

To hide after moving, make a Stealth check against the best passive Perception of your enemies. This includes enemies with no line of sight to you; they hear rather than see you. You suffer a -5 penalty if you moved more than 2 squares or a -10 penalty if you ran. If successful, you are hidden.

Effects of Being Hidden

Being hidden means two things: you are not visible to any of your opponents and your opponents are not sure where you are. This is why you must move to be hidden, otherwise your opponents simply guess that you are located in your original square. It is also why you must hide from all your enemies, otherwise they simply tell each other where your location is. Hidden is a status that applies equally to all opponents.

While hidden, you cannot be targeted by direct attacks (ranged or melee). You also cannot be targeted by effects that require your enemy to see you, like Warlock's Curse. You may still be affected by area effects. If you were hidden at the beginning of combat, the DM may decide that enemies are completely unaware of you and act as if you were not there at all. While hidden, you may attack with a Combat Advantage, but this will reveal your position.

While hidden, you also cannot be targeted by allied effects that require your ally to see you, unless that ally has a clear line of sight to you (no cover or concealment).

Losing Your Hidden Status

There are three basic ways you can lose your hidden status:

1) You stop being hidden if you make your position obvious by attacking, shouting, using a source of light or some other action that makes your location clear.

2) You stop being hidden if an enemy ever has a clear line of site to you (with no cover or concealment), even if it is for only a single square of movement.

3) You stop being hidden if you are revealed by an enemy's active Perception check.

You can move while hidden if you stay behind cover or concealment, but you must make another Stealth check to remain hidden. You suffer a -5 penalty if you move more than 2 squares or a -10 penalty if you run. You only check once, at the end of all your movement for the turn. If you fail, you are no longer hidden. This is similar to your original hiding attempt, except that you only need to begin your move hidden rather than behind Total Concealment or Superior Cover.

Non-revealing actions (drawing a weapon, drinking healing potion, etc.) have no effect on your hidden status.

Spotting a Hidden Opponent

The simplest way to discover a hidden opponent is to move so that he no longer has cover or concealment against you. Otherwise, you must take a minor action to spot him before you can attack him directly.

Make an active Perception check against your hidden opponent’s passive Stealth. You suffer a -2 penalty if your hidden opponent is more than 10 squares away. You also suffer a penalty for any cover or concealment the hidden enemy has. If you fail, your opponent is still hidden. If you succeed, you reveal your opponent's location and he loses his hidden status. You and your allies may then attack him directly, though he retains the benefits of his cover or concealment.

Optional: If in the DM's judgement, you can guess roughly where your hidden opponent is, you may attack while he is still hidden but with an extra -5 penalty. This is in addition to the cover or concealment penalty. This rule might apply if there were only 3 or 4 squares in which your opponent might reasonably be hiding.

Distracted Creatures and Stealth

If your target is distracted, because of a Bluff or some other condition, you may make a stealthy attack even if you have no cover. If all your enemies are distracted, you may ignore the concealment requirements to hide when you move. In particular, you may hide even if your move does not start behind Total Concealment or Superior Cover and even if some of your movement is not behind cover or concealment. Your move must still end behind cover or concealment, otherwise you will be revealed immediately after your turn.

Invisibility and Hiding

Being invisible does not necessarily mean that you are hidden. Your enemies may still know where you are even if they cannot see you. Being invisible makes it much easier to hide, though, because you always have Total Concealment, even when you are in the open. This lets you hide simply by moving. No Stealth check is needed to hide while invisible. You become hidden automatically if you move voluntarily (but not from forced movement like a push, pull or slide).

A hidden and invisible character can still lose the hidden status for all the usual reasons (attacking, shouting, being spotted, etc.). You can still make a Perception check to spot the invisible character's location, but this check has the Total Concealment penalty. An invisible creature that is not hidden still benefits from Total Concealment.

There is no need to make a stealthy attack while invisible, because being invisible automatically grants a Combat Advantage.

Ambushes and Surprise

A group of characters can use Stealth before combat to ambush another group. You must have cover or concealment to set up an ambush. The combat begins with a surprise round. Every member in the ambushed group must make an active Perception check against the lowest passive Stealth of the ambushing group. Each creature that fails is Surprised and cannot act in the surprise round. If some of ambushers are 10 or more squares behind their point man, they get a +2 bonus to their passive Stealth.

Any ambusher may also make an active Stealth check against the best passive Perception of the ambushed group. If successful, that ambusher begins the combat hidden. Hiding before combat starts only requires that you have cover or concealment, not Superior Cover or Total Concealment.

An ill-intentioned group can ambush another without cover by hiding its weapons and pretending to be peaceful before attacking. Members of the ambushed group make Insight checks against the lowest passive Bluff of the ambushers to avoid Surprise. Ambushers have no chance to hide in this situation.

Design Notes

These rules are intended to make Stealth an interesting tactical option without making it pervasive or intrusive. Not every combat should be a game of hide and seek.

The stealthy attack rule addresses the very common case of rogues and other sneaky characters trying to gain a combat advantage with an attack at range. In effect, the stealthy character hides briefly and is immediately revealed by his attack. It provides a balanced and simplified alternative to being completely hidden. This option was made Trained Only to keep it from being overused by non-stealthy characters who happen to have cover.

The hiding rules require you to start behind Total Concealment or Superior Cover because the stealth rules on PH 188 imply that your location is only obscured if you have that degree of concealment. It also puts an additional limitation on hiding to keep it from being overused.

The hiding rules require movement because the Targeting What You Can't See rules on PH 281 imply that you enjoy any benefit if your location is not known. The rules on PH 281 also imply that once your location is known, you may thereafter be targeted, even if invisible.

The fact that the hiding stealth check is opposed by all opponents is justified by Mearl's comments that enemies share information. It also lets hidden to be treated as a simple status effect, eliminating the need to track who does and does not know where you are.

Using the cover and concealment penalty to spot checks is a compromise on the rule requiring you beat the stealth by 10 to locate a hidden character. Beating by 10 is simply too difficult, but some penalty to the stealth check should apply, otherwise beating stealth is too easy.

The optional -5 penalty to attack still-hidden targets replaces the Pick a Square and Attack rule on PH 281. It is much simpler than guessing squares and lets hidden characters remain on the battle mat. Removing the hidden character's miniature and tracking secret movement is too much trouble.
 
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