D&D 5E Stealth rules

Hi,

I think stealth, run properly, is one of the best parts of 5E, possibly as much fun as combat. I wanted to see how other people run stealth in their games, and share how it works in my own.

Basic insight: systems with a single roll pass/fail are boring. Combat is interesting because it offers multiple decision-points and depletes multiple resources at different rates. For stealth to be fun, it has to offer decisions and consequences.

My basic rule: stealth is a continuous action, not a one-time event. You don't make the Stealth roll when you first Hide, you make it when someone has a chance to notice you hiding, and you may make it more than once. The Hide action can cause someone to lose track of where you are so you can attempt stealth rolls, but for example there's no such thing as "going into stealth" in an empty room (although you can roll the dice anyway to prevent players from knowing the room is empty).

Application: if you are sneaking, when you initially come into sensory range of a creature, you make a Dexterity (Stealth) check to see if you give yourself away with sound/motion. Compare that result to the creature's passive Perception as normal. However, if you pass the first check, that's not the end of it. As you move closer, every time you halve the distance between you and the creature, make another Stealth check (maximum of once per round) to see if you give yourself away. In situations where you are obscured, use the same Stealth roll for both sound and hearing, so it is possible to be heard but not seen when the enemy has Disadvantage on vision checks due to light obscurement.

Example (based on actual play): The party is creeping through the underdark in two sections, the shadow monk Eladriel and lore bard Jack on point, the necromancer Vlad and his seven skeletal archers following thirty seconds and 100 feet behind. All members of the party have darkvision. The DM knows there are three drow elf soldiers sneaking through this same tunnel.

Drow have greater sensory range (120 feet) than El and Jack, so they have a chance to spot them first.

DM: Make a stealth check, please, both of you.

El gets a 17, Jack gets a 13. The drow have a passive perception of 12, so none of them notice the half-elves creeping slowly from shadow to shadow towards them. At 60 feet, since the PCs are moving, they have to make another stealth check. Since the drow are within sensory range of regular darkvision, they have to make stealth rolls too.

DM: Make another stealth check please. [Meanwhile, he rolls three checks for the drow. 17, 18, 18. Jack's passive perception is +7 and El's is +6, but they are at disadvantage on sight due to darkness.]

Jack's player [quietly]: 14 due to Expertise.
Eladriel's player: 23.

DM: Jack, your keen ears detect a faint scraping sound in the darkness ahead of you, like metal on stone. [If it weren't dark, Jack would have also spotted the drow moving, but his visual Perception is only 12 compared to the elf's 17 stealth.]

Jack: I tap El's hand to signal her to stop and listen.

Because they are stopping, Jack and El will keep their 14 and 23 Stealth checks, and because they are actively listening, they will get active Perception rolls to oppose enemy Stealth. (Note: active rolls can be worse than passive rolls if you roll poorly, which is realistic because sometimes you can pay attention to the wrong things.)

Meanwhile, the drow creep closer, to 30 foot range, and roll again: 7, 21, 13.

DM: roll Perception please. Disadvantage on visual.
Jack: [rolls twice] 8 on visual, 18 hearing.
El: [rolls twice, second roll is higher so ignored]14 all-up.

DM: Jack, you hear rustling movement again, and then you see a slim black-clad form quietly moving through the shadows of the tunnel toward where you are hiding behind a stalagmite. You also hear a foot scrape somewhere behind the first one--there's another creature out there. El, you actually see the second creature, following a few paces behind the first. They're now about 20 feet away from you. What do you do?

El: I hold still and listen hard, trying to see if there are any more of them.
Jack: I'll cast Message and alert Vlad that there are incoming.

DM: Jack, make another Dexterity(Stealth) check please to see if you can turn away and cast the cantrip behind your hand, without them hearing it. [rolls another Stealth check for the third drow: 18] El, what's your perception result?

El: [rolls dice] 13, 11 visual.

DM: There seem to be only the two of them. They pass within five feet of where you're hidden.

El: Okay, I signal to Jack and stealthily pull out my longbow. I'm going to shoot them both, one arrow each, then Shadow Jump behind them, closer to Vlad.

Jack: I'll cast Faerie Fire on both of them.

DM: Okay, roll initiative.

Combat begins, and when Jack's spell goes off, they are surprised to find themselves fighting not two but three drow. The drow on the other hand are surprised to find themselves fighting anyone at all--they are all surprised this round. Because Jack had warned Vlad of the incoming threat via Message, he and his skeletons get to act during the surprise round as soon as Jack lights them up. The drow are therefore swiftly dispatched, Jack extinguishes the light, and sneaking resumes. But are there more drow lurking in the shadows ahead, drow who might have seen the light of the first battle and are themselves now stealthily lying in wait? Wait and find out!

Note some consequences of this sytem: small parties are sneakier. Ideally you want someone on point, and you also want that person not to be trigger-happy and to have some way to communicate back to the main body. There is uncertainty when you engage, and it cuts both ways (against both players and monsters). Tucker's kobolds may think they're ambushing a lone fighter in plate mail, but in reality there's a barbarian and an assassin escorting him, and they will turn the ambush on the kobolds. Starting a fight should be kind of nervous because you never know exactly how it's going to turn out. Fog of war is fully in effect.

And that's pretty much it. I know that there will be some DMs out there who prefer to keep it simple, a single roll pass/fail to see who (if anyone) is surprised at the start of an encounter, but for anyone who enjoys sneaking through the shadows and choosing when and where to begin the fight, maybe that little example will be inspiring.

How do you run stealth? What makes it fun for your table?
 
Last edited:

log in or register to remove this ad

I run it simply as the book says. You make a stealth check as long as you have full cover from anyone you want to hide from and until situations change, you get to keep that stealth check. You compare it to the Passive Perceptions of everyone who could possibly hear or see you. They do not detect you if you beat their PP. People immediately detect you if you:

1) No longer have cover or obscurement from the target
2) You attack
3) You make any loud noises or otherwise draw attention to your location

If people suspect that someone is hidden around them, they can take an action to make an active Perception check and see if they roll over your Stealth check. If they do, they detect you.
 

I run it intuitively. We all have experience playing games like Hide and Seek or military games in the woods. We all know what happens when you sneak around and how you might be noticed. If you read on stealth techniques, you also know what affects someone's ability to perceive like noise, vantage point, surrounding cover, and the like. I make someone roll a Stealth check when I think it would be required. I don't use the Total Cover required rule. I decide if the terrain or circumstances allow someone to Stealth effectively. Stealth mainly goes against Passive Perception unless some is actively looking.
 

I think your way works nicely in the kind of Spy v Spy scenario you described. So far in my group Stealth hasn't been a major issuetc, due partly to the type of approach they take, and in part to their uncanny power of rolling 1s anyway!
 

I run it by the book. Heavy obsurement is needed to hide (unless an ability says otherwise). If you come out of the obsurement then I rule if the enemy is distracted enough for you to remain unseen and continue hiding (maybe making another check to approach the target).

I would allow someone a stealth check to blend into a large crowd.
 

That's actually kind of cool. A little too many dice for my liking, but i'm glad the rules can accommodate that and it makes perfect sense.
 

I rule the results of a player having his character act stealthily no differently than any other fictional action in the game. Which is to say I determine whether or not the action automatically succeeds, automatically fails, or has an uncertain outcome in which case I apply the ability check mechanic to resolve it.
 

It sounds cool to play out and fairly involved. I think that I might like something like this method if the whole party were involved. If its just a character or two breaking off from the party to scout I think it would be too much of a time sink, especially if the other party members were just waiting for them to do their scouting before doing anything.
 

It sounds cool to play out and fairly involved. I think that I might like something like this method if the whole party were involved. If its just a character or two breaking off from the party to scout I think it would be too much of a time sink, especially if the other party members were just waiting for them to do their scouting before doing anything.

Thanks for the kind words. I can see why you'd think that it would be too much of a time sink if only a few PCs are sneaking, not because of dice rolls but because it means that the stealthy scouts are making decisions while other PCs are just waiting. My group happens to love to split the party, for some reason, so spending two minutes on the scouts isn't an issue in terms of player boredom.

However, the PCs are only half of the equation. Even if the PCs are being loud and noisy (using torches, etc.), I wanted a fair way of determining whether the medusa and her basilisk in the darkness (e.g.) are able to surprise them at close range, or if they hear her coming while she's still a ways off. And I definitely want multiple rolls for extended sneaking to reduce the variance of the results and emphasize skills: the guy who rolls a 20 for stealth is not just as good for the next hour as the guy with a +9 bonus who rolls a two, he's just lucky once.

Anyway, YMMV. It's interesting to hear how other people handle it too. Thanks guys.
 
Last edited:

(Note: active rolls can be worse than passive rolls if you roll poorly, which is realistic because sometimes you can pay attention to the wrong things.)

Bringing up the following quote from Mike Mearls again.

Any skill can be used passively - it's up the DM to apply that as needed.

For perception checks, you passive result is always in effect. If you could see something with a DC 10 check and your passive is 11, you see it without rolling.

Keep in mind, though, that a DM might rule otherwise. Passive checks are a tool that groups can use to speed up the game or move past die results that slow things down or lead to a grind.

Just wanted to inform you of the intended use.
But as Mike says, nothing against changing it offcourse :)
 

Remove ads

Top