Jimlock
Adventurer
Serious question for the "no cover = no Hide, even with HiPS" folks.
Assume a long corridor of some sort (oriented north-south) with a doorway at the north end. There is a guard in the doorway, facing north (away from the corridor) and not looking behind him at all because he's not expecting to need to worry about anyone already in the corridor. Now, in the real world, it's possible to sneak up on that guard through the corridor if you move quietly and slowly enough, despite the fact that there is no cover and you're completely out in the open, because in real life because guard doesn't have 360-degree vision.
However, there's no facing in D&D as D&D assumes constant attentiveness in all directions, and therefore anyone wishing to sneak up on the guard can't even try to hide. How do you handle this sort of case, and if your answer involves any variation on "Well in this case cover isn't required," how do you determine when cover is required and when it isn't?
As far as combat is concerned i share the opinion of Greenfield.
Even though this holistic approach is not necessarily true in all cases of real life combat, because focus plays a major role... ruling otherwise would complicate your game to the point where you 'll need the time of an entire D&D session, simply to resolve who sees what in a single round of combat.
In non combat situations things are not necessarily so complicated... neither are they simple...
While sentinels and patrols (usually) look or move in a certain direction, this does not mean that one can move behind them so easily.
Keep in mind that human peripheral vision is about 180 degrees (animals reach even greater numbers), and heads tend to turn even though bodies stand still (not always).
Thus, 180 can easily turn into 250 and 300, which leaves an obscure area of a mere 60-110 degrees. Even this, can be negated by a slight body movement. And while we tend to think we are more narrow-sighted, our peripheral vision is pretty sensitive. Just extend your arms to the side and move your fingers while looking straight ahead, and you 'll notice how aware you really are of the movement.
In my game, if a player has clear view of the sentinel or the patrol, and if he can afford some time to observe them, and if he plays out how his character pays attention to their behavior, stance, and timing according to my descriptions, i allow a hide check without cover or concealment within the obscure cone mentioned above. Failure of the check means his timing was bad (the moment he attempted his pass the guard turned around). This hide check works only for the specific guard/patrol, and the player is automatically spotted by any third party.
What is also very important is the focus of the guard or patrol. In the case of a distraction the player may receive a bonus according to the distraction's influence on the guard/patrol. A proper distraction might also alter the direction of the obscure cone, although, usually, for a very short period of time. As Greenfield suggested, distractions, need not necessarily be arranged by the player. The angle of the obscure cone and its direction are always relevant to the "pattern" of the guard/patrol.
This rule or a similar one, should find a very limited and contained use, for if it is used lavishly, it can easily break the game. Also don't forget the move silent checks involved!
