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<blockquote data-quote="Sunseeker" data-source="post: 6646228"><p>As simply put in Defcon 1's post stealth it relies on common sense, the problem is that there are two actors. The DM, adjudicating the events and the player acting within the events.</p><p></p><p>Player A says: I jump behind the big orc and hide!</p><p>-Well, reasonably the orc is big burly fellow, some 7 feet tall and half as wide. This <em>seems</em> to make sense to the 3' tall halfling.</p><p>DM says: No, you can't hide.</p><p>-Well, reasonably the orc is in the middle of combat, several of his foes surround him, the ground is barren.</p><p></p><p>Now, we have two people who are both making reasonable common sense conclusions. Problematically, only one of these people is coming to a reasonable conclusion based on the RAW. The DM is coming to a conclusion based on the situation at hand in the game. The rules say "yes" the DM says "no". Understandably the game has always worked like this. However, this situation puts the player in a situation where they lack authority over their actions. For players coming from a particular previous edition, this is a massive intrusion into their gameplay. The end result is a situation where the <strong>rules are irrelevant</strong>.</p><p></p><p>And therein lies the hitch. A rule that is by nature requires its every attempt at implementation to be adjudicated is a rule with a problem. And by this problem other rules are made irrelevant, leading to further problems. </p><p></p><p>Player agency is a big deal and this poorly written rule has severe impacts on it. Stealth works as written, if you're willing to give the DM full control over when you can or cannot hide. </p><p></p><p>But that's my take on why it's a problematic rule, as it restricts player agency and places a burden that should be able to be simply analyzed by the player on the shoulders of the DM. While there are times when this is necessary, the poor wording of stealth makes it mandatory in all situations.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 6646228"] As simply put in Defcon 1's post stealth it relies on common sense, the problem is that there are two actors. The DM, adjudicating the events and the player acting within the events. Player A says: I jump behind the big orc and hide! -Well, reasonably the orc is big burly fellow, some 7 feet tall and half as wide. This [I]seems[/I] to make sense to the 3' tall halfling. DM says: No, you can't hide. -Well, reasonably the orc is in the middle of combat, several of his foes surround him, the ground is barren. Now, we have two people who are both making reasonable common sense conclusions. Problematically, only one of these people is coming to a reasonable conclusion based on the RAW. The DM is coming to a conclusion based on the situation at hand in the game. The rules say "yes" the DM says "no". Understandably the game has always worked like this. However, this situation puts the player in a situation where they lack authority over their actions. For players coming from a particular previous edition, this is a massive intrusion into their gameplay. The end result is a situation where the [B]rules are irrelevant[/B]. And therein lies the hitch. A rule that is by nature requires its every attempt at implementation to be adjudicated is a rule with a problem. And by this problem other rules are made irrelevant, leading to further problems. Player agency is a big deal and this poorly written rule has severe impacts on it. Stealth works as written, if you're willing to give the DM full control over when you can or cannot hide. But that's my take on why it's a problematic rule, as it restricts player agency and places a burden that should be able to be simply analyzed by the player on the shoulders of the DM. While there are times when this is necessary, the poor wording of stealth makes it mandatory in all situations. [/QUOTE]
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