This is what roleplaying is all about. The creators of games try to make the rules vague so that it gives the DM the freedom to handle the games as they see fit, also so that players can be creative without feeling like they are limited on what they can do.heh.
This is why I wish they hadn't included that hiding sidebar, or at least that they had called it out as "hey, here's a way you might want to handle it, but these aren't rules, just advice on ruling on the common situation."
Because I can see plenty of times I'd rule a PC could get himself hidden without taking an action to do so.
Here's one scenario Id let my players do so: The rogue disengages from the fray and ducks behind a pillar; unseen, he casts invisibility on himself and steps out frobehind the pillar. The foes don't see him disappear, they aren't expecting him to be invisible, and my player says "That's enough deception to hide my position right?"
I'd answer "yeah sure, it was a nice trick." Though if I was feeling a little iffy on whether that should work, I'd take a cue from what my player said and add "Let's see if you fooled them - roll a Deception check."
No action required to hide. Not even a Stealth check when the players get creative.
But I like my skill rules loose and fuzzy.
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