One nice effect about the new stealth rules is it actually enhances an ambushing party, and gives some general guidelines on how an ambushing party operates.
1) Now you don't make new stealth rolls unless you move more than 2 squares per move action. That means ambushing parties will want to move 4 squares per round.
2) Assume a stealthing party begins decently far away from anyone else, they can check each other's stealth. If a character's stealth roll is below the highest party member's passive perception, the character will be aware of it, and could take steps to have his friend "reroll" the stealth. Once he has that good stealth roll, as long as he moves slowly, he can maintain it indefinitely.
That means that every member of a ambushing group should have a stealth roll higher than the highest member's passive perception, assuming that they have enough time before hand. This is a quasi take 20 approach to stealthing.
1) Now you don't make new stealth rolls unless you move more than 2 squares per move action. That means ambushing parties will want to move 4 squares per round.
2) Assume a stealthing party begins decently far away from anyone else, they can check each other's stealth. If a character's stealth roll is below the highest party member's passive perception, the character will be aware of it, and could take steps to have his friend "reroll" the stealth. Once he has that good stealth roll, as long as he moves slowly, he can maintain it indefinitely.
That means that every member of a ambushing group should have a stealth roll higher than the highest member's passive perception, assuming that they have enough time before hand. This is a quasi take 20 approach to stealthing.