To relate this back to our earlier conversatin upthread, whereas I didn't feel that the stealth rules (compared to, say, the background rules) do a very good job of setting out the GM's role in interpretation and application, I think you're right that they do support reader assumptions in the way you describe.Mearls said, in his interview, that D&D customers don't read read rules text very closely, and for that reason 5E rules are written to confirm whatever biases the reader brings with him or her. To me, this thread confirms he has accomplished his goal.
I don't want to be too pessimistic, but I think you'll have to steel yourself for at least a dash of tedium.Things are going to get pretty tedious if every thread for the next five-odd years boils down to people insisting that their understanding of deliberately ambiguous rules text is the only correct one.
I honestly feel like we have become too obsessed with D&D. to the point where we can't see beyond ourselves. There are better ways to write rules. Vincent Baker has shown this. Onyx Path has shown this. If the intent is for me individual DMs/GMs/STs to make a judgement call say that. Don't make me parse out your intent. Tell me what you actually mean.
You can do this if the rules are written with a certain looseness or incompleteness, but can work provided that the reader/player incorporates certain additional assumptions which are being supplied by experience with prior editions, or via "common sense", or whatever else (and Mearls et al will presumably have used the playtest to identify some of these).I am not sure anyone could develop rules to embrace a certain bias as specific as stealth or a similar concept.
The issue is not necessarily about "more codified" rules. Or, at least, it's about what gets codified.Are the folks that like things to be more codified those that started playing in later editions? Particularly the 3rd and 4th? Are they folks like me those that started pre AD&D and 1st Ed?
The problem is that much of stealth is all about remaining undiscovered by people who have the ability to see you.
For instance, if the rogue puts on a white suit and lies down in the snow, or puts on a mottled green-brown suit and walks behind some trees, it seems pretty logical to me that s/he might remain undisccovered even by people who can see him or her, because they mistake him/her for something else (snow; foliage).
The hide in shadow rules for Gygax's AD&D assumed that, once the thief took up a position in the shadows, s/he might remain effectively invisible even to people who could see him/her, because those people would not notice him/her.
If you can only be stealth when you're literally out of sight, that is - as I said - a rather punitive stealth rule. And doesn't seem to me to particularly favour rulings over rules.
If the authors of the rules intended to leave that gap - eg, to be interpreted by the GM - then it would have been very easy for them to say so. Their failure to do so is a reason to think that they thought the gap was covered. And that is a reason to favour my suggested interpretation, namely, that any visual cue ends hiding because you can't hide from a creature that can see you.
When rules are well-drafted, the exceptions are called out as such. The easiest way to do so, when the drafting is relatively informal (as is the case for RPG rules) is to use a word like "ordinarily" or "typically" before introducing the general rule, or to use a word like "however" or even the phrase "As an exception, however . . ." when introducing the exception.
Now I'm confused. If a wood elf can't become hidden when being watched in a light mist, what benefit does s/he get from his/her racial ability? Perhaps you're saying that a wood elf can remain hidden in a light mist whereas a human can't - but then you seem to be agreeing with me that a sufficient condition for a non-elf to lose the state of being hidden is for him/her to be visible (because "you can't hide from someone who can see you").
And why does the verb "to hide" denote the action of becoming hidden on p 60 of the PDF, but not in the rules for wood elves?
Perhaps I've misunderstood you, but your remark about wood elves is not persuading me that your interpretation is a simple matter of plain English.
Now let's look at the definition of hide...
hide:
-put or keep out of sight; conceal from the view or notice of others.
-(of a thing) prevent (someone or something) from being seen
-keep secret or unknown.
-conceal oneself.
conceal:
-keep (something) secret; prevent from being known or noticed
-keep from sight
...
To address your other point... I don't think anyone is arguing that you can't become stealthy (really not seeing how this makes it clearer than using the word hidden but, ok) if you can be seen... the question is how do we determine if someone is seen after they've hidden... sorry after they've become stealthy?? The chances of seeing things are not equal and dependent upon environment, conditions, etc.having the chance to see someone does not equate to actually seeing them. That is where I feel your assumptions break down.
I think that's the best thing about disadvantage. If your player wants to do something, you dont really think it's possible (or highly unlikely), but you dont want to just say no - just give them disad instead (and perhaps -2, and/or adv on other persons roll, and +2, or some other mix of modifiers to the roll to reflect how likely you expect the outcome ought to be)They did say so, actually, in the introduction under the heading 'Specific Beats General.'
And before somebody jumps in here, yes, both rules are 'specific' in their wording. But the hiding rule is a general rule that applies to everyone unless there's a more specific rule (like a special ability) that contradicts it. However, depending on the circumstances, the DM could still rule that you can do it, it just might be harder (with disadvantage). They could also rule that you can't do it, but I tend to prefer the 'make it more difficult' approach in most situations.
Randy
I think, if one is able to grok the idea that unclear rules have legitimate value, there are very interesting conversations to be had about which rules should be written unclearly and why. For example, why did wotc do stealth rules one way and backgrounds the other? Does their research show their customers tend to read background rules more carefully than stealth rules?To relate this back to our earlier conversatin upthread, whereas I didn't feel that the stealth rules (compared to, say, the background rules) do a very good job of setting out the GM's role in interpretation and application, I think you're right that they do support reader assumptions in the way you describe.
At least 5E doesn't say anything about the nature of hitpoin - oh, crap...I don't want to be too pessimistic, but I think you'll have to steel yourself for at least a dash of tedium.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.