D&D 5E New Rule of Three is up for 31 Jan. 2014

The same for each character.
I do not buy this "group stealth" what people seem to want here were a sneaky character somehow cancels out someone who can't hide. Everyone should make his own check and when one fails he (and only he) is spotted.

The problem comes in when the rest of the party has to stop being stealthy to help the one that failed out which makes the entire act of trying to stay stealthy pointless at that time.

DM "You are all being stealthy, except for Barag the full plate, great axe Fighter. He's spotted immediately by the 12 Orcs camping in the open room you are trying to move through. Roll for initiative."

Stealthy Players "Well that was pointless, I attack that Orc over there."

I believe we established in the guessing the release date thread that with the way modern printing works that it needs to be at the printer about mid-March in order to release at Gen Con.

Given that it takes a couple of weeks to a month for typesetting, I'm guessing they actually have a couple of more weeks to tweak things before they are done.

Also, keep in mind that most of these articles are actually written a week or two in advance of being published to their website.

Still, WOTC does move fast and I certainly see them as a company that would be tweaking rules until the last second without any real playtesting.

Yes, to their detriment. 5E will be a mess if they don't properly play test the game thoroughly.

The mechanic issue of multiple rolls is something I would like to see address, but in case of stealth I think the whole issue is actually pretty realistic. A stealth operation simply cannot afford a noisy member.

But the whole thing is complicated because of dice swinginess... so on one hand I'm totally fine with a half-orc fighter in noise full plate making it very hard for the party to sneak silently. But on the other hand, I'm not so fine with a party of 5 PCs good at sneaking having much more trouble than a party of 4, because one failure spoils the whole result.

I have similar problems with perception checks. I would like a party of 5 to have more chance at noticing something than a party of 4, but not too much a difference, but I have the feeling that just rolling one perception check each (and needing only 1 success) makes success too easy.

That said, I'd have no idea how to solve this issue...

When has D&D ever been realistic? In 2E you can wrestle a dragon and make it innefective (it can't use its claws or breath weapon and can only deal 1d4 damage to you each round max), in 4E the laws of physics go right out the window sometimes, in 3.5E magic can do anything and everything and all for the low low cost of some flying rodent droppings. Why do people continue to harp on the 'realism' angle. It simply does not exist in D&D.

Some people like it. Some classes have medium but not heavy armor proficiency, also. Those are two reasons to exist. It doesn't have to be "balanced".

It should have at least one solid reason for not ditching it for another armor that isn't an arbitrary class penalty.
 

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Then how about let those that are stealthy do what they need to do and the others sit back a moment? If you don't work at being stealthy then you should be able for it. If the one guy is seen, that doesn't mean the others should be.
 

I think we need a general rule for group skill checks. Something that still makes sense why the clunkers shouldn't go on stealth missions, but doesn't have the nonsensical situation where the super-sneaky assassins can't sneak anywhere. Maybe just roll once, using the best (or worst, depending on which makes sense) modifier of the whole group?

There was something like that in 3e, although now I checked the SRD and I can only find it for the Listen skill:

"When several characters are listening to the same thing, a single 1d20 roll can be used for all the individuals’ Listen checks."

I guess this assumes you only have one roll result, but then apply each PC's modifier to it separately, thus you still have one result per PC. In case of Listen, this pretty much equates to simply using the best modifier. Same would be for Spot, but the opposite would be used for Stealth.

How about, for each roll over 5 you gain an extra success that can be used to offset a failure by another party member ... at least for Steath

I don't think I would like that...

I know it sucks when the worst PC brings failure to the whole party, but in its own way it really makes sense. You can argue that a super-sneaking-expert should be able to help a noisy character be less noisy. I would argue that it may or may not, but "should" is an opinion, not a fact. Being great at sneaking doesn't necessarily imply being able to make someone else sneak better simultaneously.

We actually had the "aid another" rules in 3e (not sure they're still in 5e too) for a PC to improve someone else's skill (or attack) roll result, but the price to pay was generally that you have to spend your time aiding rather than doing that action yourself. Makes sense for example in climbing: one PC dragging and pulling another up, but the overall cost is reduced speed (i.e. making once a check to climb yourself and another to help another, in the same time while you could have made two climb actions if you were alone). Makes less sense for skills like perception, at least it's hard to explain how you can improve someone's senses just because your own are great.

When has D&D ever been realistic? In 2E you can wrestle a dragon and make it innefective (it can't use its claws or breath weapon and can only deal 1d4 damage to you each round max), in 4E the laws of physics go right out the window sometimes, in 3.5E magic can do anything and everything and all for the low low cost of some flying rodent droppings. Why do people continue to harp on the 'realism' angle. It simply does not exist in D&D.

Realism trumps gamism.

For the simple reason that a game based on realistic assumptions can always easily made super-heroic (i.e. unrealistic) by adding spells and supernatural powers, as you say magic can do anything. That game supports all range of fantasy, from no-magic to godslike.

But if you throw away realism and base the common (i.e. affecting everyone, magic or not) rules of the game on unrealistic outcomes, only the gamist playstyle is supported, suspension of disbelief becomes harder, and a lot of people simply cannot stand such a game and walk away.

I didn't come up with the idea that 5e has to be inclusive of as many gamestyles as possible... it was WotC's decision, but now the consequence is that realism is more important in 5e than in every previous edition.

(PS: "realism" is very different from "simulationism")
 


It should have at least one solid reason for not ditching it for another armor that isn't an arbitrary class penalty.

Why? Imo the heavy armors should be best in combat and people should strive the get the heaviest armor possible for them. There is already a tradeoff as heavy armor does make some non combat actions harder. But for combat nothing should beat heavy armor. That already would medium armor a reason to exist, having still good protection with less out of combat penalties, without forcing some silly "all armors must be balanced" concept upon them.
In my opinion light armor is drastically overvalued/overpowered in D&D since at least 3E.

But sadly that likely stays that way as currently the swashbuckler is more "cool" as the knight and people want to play them, yet are so entitled so that they won't accept being weaker in combat (because the action heroes in movies are not either).
 
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I always just use my own personal houserule for group stealth. Personal with the lowest modifier is the person making the actual check. Everyone else in the party makes the check too, and if half or more succeed, then the person with the lowest modifier gets to roll the real check with Advantage.

So the least stealthy person is the one who will make or break the sneaking for everyone, but everyone else can assist him as they move.
 


In one of the exploration rules documents of the playtest I think they had it so that if the party was moving really slowly/carefully rolls for stealth were made at advantage.

I like the idea of giving this, but making just the least stealthy person roll if the everyone in the group is close to one another.

This cuts down on rolling (and works well for monsters too).

Otherwise, let the stealthy ones sneak ahead and make their own rolls.
 

Exactly. We'd have a better chance of stealth if we allowed the character with the lowest modifiers to roll for everyone.
The mechanic issue of multiple rolls is something I would like to see address, but in case of stealth I think the whole issue is actually pretty realistic.
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I have similar problems with perception checks.
I would consider this an attempt to "aid another" with a +2 bonus for the affected character.
Stealth and Perception, of course, are opposites--Perception is too easy because it only takes 1 success to succeed (take the best result from X d20 rolls), and Stealth is too difficult because it only takes 1 failure to fail (take the worst result from X d20 rolls).

A general rule for group checks is pretty much already in place, and a number of people are suggesting it here (a selection is above). Here is what I would like to see:

Group Checks. When more than one member of a party is attempting the same action (Perception, Search, Stealth) a single roll is made, with advantage [as with the rules for Help]. In the case of Perception and Search, where success for one is success for the group, it is the character with the highest possibility of success [as determined by the DM]; in the case of Stealth, where failure for one is failure for the group, it is the character with the lowest possibility of success.*

* Other skills can be assigned similarly (knowledge, athletics, etc.).

This way:
* multiple rolls are avoided, not slowing down play (which they seem very concerned with).
* multiplying fractions doesn't cause the math to go bad for large parties
* there is a significant incentive not to have automatic disadvantage (say, from heavy armour) if you are not good at something (e.g. stealth), since that cancels the advantage given from the party.

(Adv/Diadvantage -- how to play p. 2; Help -- p. 18)

Thoughts?
 

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