Hi Abdul, thanks for your input, but I don't really think you've given any example from the rules that contradicts my interpretation of superior cover from allies or puts a definite yes on the "you lose cover immediately" issue.
Well, its fine to give the developers credit for things, but I can point out dozens, perhaps 100's of instances like this where the developers didn't think everything through. In fact 4e rules are notoriously sloppy compared to almost any wargame you would care to mention. So I would give near zero credence to this line of logic.
As I said, the last arguments were heuristic. I was simply stating that on a general level, if you give the designers
any credit (this was an errata after all), you wouldn't insist on defining "remains" as "instantly after, even though positions/lines of sights are unchanged". It contradicts basic logic.
Lets suppose we take your logic at face value. Now, look at Fleeting Ghost. Are you going to assert that it allows a rogue to stand in plain sight and be hidden until the start of his next turn? The same logic which works for allies would have to apply here too, the character gets a stealth check and 'no condition has changed' from that point onwards. We KNOW for a fact that FG doesn't work this way since there are higher level rogue utilities that actually DO work this way and they wouldn't exist if FG already did that.
While I don't want to sidetrack the discussion into other powers too much. I'll just offer this:
For Fleeting Ghost it says "you can move and make a shealth check". Nowhere does it say that you now don't need superior cover/total concealment. Even if you were to stretch it and say "well it
implies you don't need cover/concealment" I would ask you again, "is this a plausible and fair" interpretation. Of course the answer is no. However in my case, arguing that cover doesn't instantly vanish (without positions/lines of sight changing)
is the plausible and fair conclusion.
Thus I (and I suspect practically everyone that has spent a good bit of time studying stealth in 4e) would say that you DO have to continually test your hidden status. If at any point you don't meet the requirements to remain hidden, you stop being hidden. This means for a character using the baseline stealth skill by itself allies will never give you a meaningful ability to hide.
Again, I agree with you: You must test to see at all times if
the conditions that provided you stealth still remain. If the ally hasn't moved and the enemy hasn't moved, then the conditions that provided you stealth
do remain and your stealth check stiil is valid. It is a perfectly natural and logical conclusion. But again, this is by no means an easy situation to set up - require
a lot of tactics and party cooperation.
Coupled with certain feats or rogue utilities allies CAN provide an opportunity to initiate a hidden status that will last or do certain other things. Chameleon might work for this in some situations (it would have to involve movement on another creature's turn technically).
I agree with you, as I mentioned in my post about Shade Form, coupling this tactic with certain feats, makes this tactic much more flexible. These feats aren't made redundant the stealth mechanic, they are made more powerful and versatile (as feats should).
Another example that comes to mind is the Warlock's Shadow Walk which grants concealment until the end of the next turn. In fact, for the Warlock we wouldn't even be having this discussion, because he would constantly have concealment regardless of positions/lines of sight.
Furthermore I'm not even convinced that allies can give you total cover. An ally is not blocking terrain or covering terrain. The rule is that allies give cover, but its a special rule and says nothing about TOTAL cover.
In the opening post I already quoted the passage that shows that allies can grant superior cover:
PH 280
Determining Cover: To determine if a target has cover, choose a corner of a square you occupy (or a corner of your attack’s origin square) and trace imaginary lines from that corner to every corner of any one square the target occupies. If one or two of those lines are blocked by an obstacle or an enemy, the target has cover. (A line isn’t blocked if it runs along the edge of an obstacle’s or an enemy’s square.) If three or four of those lines are blocked but you have line of effect, the target has superior cover.
There is no specific rule that says this method for determining cover doesn't apply to Stealth checks. Therefore, this general rule applies.
My feeling is that you get only a limited amount of cover from allies. Remember, an ally is roughly the same size as you are and certainly doesn't even come close to filling its space. Its very similar to the situation of an obscured square like one containing a bush. No number of bushes will cause the granted concealment to become total concealment. (admittedly the DM may well feel justified in making exceptions for extreme cases and he could make a similar exception if you had MANY allies between you and the enemy).
As I said before, that is exactly why the developers made it impossible for you to just stand there and remain hidden. Allies aren't the same as obstacles, so you can't remain hidden passivey - you must continually move, set up your position, and stealth.
I really appreciate all your guys' input. But even after all this discussion, there is no concrete evidence as to why the narrow (and nonsensical) interpretation that "your cover instantly vanishes", is inherently better than my "stealth check applies as long as position hasn't changed" interpretation.
Therefore, we must rely on what interpretation is most intuitive and fair. And I don't think anyone would say that instantly denying a player (and his party) the stealth they worked so hard for is either intuitive or fair.
Even on the heuristic level, my interpreation wins out. Ally-based stealthing adds an interesting dynamic to the game - it provides more fun to stealthy characters and encourages party cooperation/tactics. Strikers, defender, controlllers, and leaders all play a crucial part in making this tactic work. Your interpretation, on the other hand, doesn't add anything to the game and infact makes it very non-intuitive.