D&D (2024) Stealth in 2024 - Alternatives

jgsugden

Legend
There was a fair amount of Stealth discussion in the Sage Advice column with people commenting on alternate approaches. I thought I'd post (another) new thread for people to post the alternative game system or homebrew approaches they like.

For myself, I think I may revert back to something I used 20 years ago for a while. I feel like they went the wrong way when they tried to make stealth simplified into a single roll when it has too much that it is trying to cover. To that end, I favor going a bit old school and considering stealth as battles versus the senses and thinking of it in terms of not being seen, not being heard and not being smelled - and dealing with each separately.

In AD&D they had the rules for moving silently and rules for hiding in shadows and they were separate rolls. I am not endorsing the entire AD&D system as the math was horrible (my 5 year old can be sneakier than a high level thief could - those percentages were awful!), but I think the approach is right when it comes to considering each sense differently.

I would favor a system that addresses each sense separately. You'd have rules to avoid being seen, avoid being heard, and when relevant (as in you're trying to sneak past something with keen smell), avoid being smelled.

Doesn't that involve a lot of rolling? Potentially - but that is ok. In fact, it can be good. Combat involves a lot of rolls. The time it takes is one of the reasons why the combat pillar dominates our thoughts for D&D. Adding some more elements to exploration/scouting that require us to slow down and manage the situation better can make that segment of the game more interesting. As an example, the stealth system in BG3, while not perfect, is much more engaging than pencil and paper because there is strategy, dynamism, and thrills to it - without being impossible to pull off.

To that end, I'd give creatures default perception scores for sight, hearing and smell, similar to the idea of passive perception. These would represent how observant creatures are when they are not on alert and are not focused on a task - like how you are when you walk around town and are pondering whether to stop for a drink on the way to where you are going. There were then be modifiers that you'd apply to these scores based upon how vigilant creatures are:
  • Focused (+5 to one sense score) - you're specifically focusing on using that sense to detect
  • Vigilant (+3 to all sense scores) - you're trying to be alert in general
  • Attentive (+1 to all sense scores)- you've got nothing else to do so you tend to pick up on more things
  • Base - no modifier
  • Engaged (-1 to all sense scores) - you're dealing with a distracting environment
  • Distracted (-3 to all sense scores) - your focus is dedicated towards some other thing
  • Unalert (-5 to all sense scores) - you're asleep or really out of it (perhaps from being poisoned)
This becomes a more distributed variation on our passive perception advantage/disadvantage system. Most humanoids would have a very low smell ability to smell, but decent sight and hearing.

Then, when someone attempts to hide, they enact passive stealth scores for moving silently, being hidden, and masking scent. You then compare compare the perception scores to the stealth scores and see if the perception exceeds the stealth (after factoring in modifiers as discussed below). If the perception matches the stealth in any category, the two roll off in an opposed ability check with the result determining whether the perceiver has identified the stealthy party (perception roll > stealth roll +1), has not noticed the stealthy party (stealth roll > perception roll + 1) or has been alerted that something is amiss, but not precisely what it is (rolls are within 1 of each other). Once alerted, it makes future noticing more likely. However, as there would be no more than one opposed role per sense between parties per round with a new role being possible after the hiders next turn ends, the stealthy party would have a chance to retreat to remain unobserved.

There would be modifiers for each type of roll depending upon circumstances: Cover, distance, background distractions (hearing someone when there is a nearby waterfall is harder than a silent room).
The net effect is that a stealthy party would look at a battlemat and estimate the perceptiveness of potential observers and would try to maximize the bonuses to their stealthy rolls by using the environment, timing their movements to stay as far from potential observers, benefiting from distractions, etc... The DM would know the passive differential and would be able to estimate how many bonuses might be required to be lost by the stealthy party before a roll is required.

Example: Bob the Rogue wants to sneak into a manor house that is being guarded by two human guards walking the wall surrounding the manor, and by a guard dog that is asleep in the yard - but Bob does not know of the dog. At the distance Bob is at and with the obstructions between the dog and Bob, an opposed roll is required to know of the dog - and the DM makes the rolls in secret and determines Bob is unaware.

Bob has devoted resources to being very stealthy and has a +9 to hiding, +7 to moving silently, and a +2 to masking scent. He assesses the guards and determines they don't look special and estimates that they have +10 base vision, + 10 base hearing, and +0 smelling. If correct, that means that sneaking past them would require him to maintain a bonus of at least +1 to hiding, +3 to moving silently, and not getting a penalty of 2 to masking scent. He knows that if he stays X feet from the guards they will not detect him if they are not being attentive, vigilant or focused because that distance gives him a +4 bonus. Bob might be incorrect about their abilities, or they might be more attentive than he realizes, however. That is up to the DM to determine, but should be determined prior to Bob attempting his stealth. Bob tells the DM how he plans to move and then DM determines whether the bonuses would change anywhere along the path in a way that would cross a threshold where a roll would be required. The DM determines the path requires no rolls versus the guards because he maintains a sufficient level of bonuses. However, the dog has a 10 smelling score and Bob comes within range of the dog's ability to smell him, even with that -5 penalty for being unalert, before Bob even detects the dog. This would require a roll between the two with all the modifiers to determine if Bob is actually detected and identified by the dog (awakening it and identifying it), if it remains unaware (continues sleeping) or is alerted without identifying Bob (waking up). As there is one check per round, if the Dog woke up and Bob became alerted to it, Bob would need to relocate to keep from being detected.

Is this a fiddly system? Yes. The fiddle gives it some weight and makes the stealth part of the game more interesting. A DM would be required to do as much for stealth as they do for combat. However, a lot of that fiddle is illusory. You really only need to look at those scores if they get close to each other ... and most of the time the stealthy party will be trying to keep enough bonuses going to not need to roll. Thus, you don't have to calculate every score every time - just when the DM gets a sense that a situation might be close. For example, smell only matters when something has enhanced smell or when a PC has been skunked, etc... Most of the time it would be the last sense to have to overcome.

I built out this system for 3E a ways back, but the group I used it with disbanded and I stuck with the base systems rather than teach this to each group. There was a lot more to it with a large table of modifiers for smell, sight and hearing situations (cover, distance, being downwind/upwind, levels of background noise, light conditions vs vision, etc... but as a DM I found it pretty easy to use (although a lot of that was a level of familiarity coming from having written it). However it was all pretty intuitive.

In effect, this allowed PCs to be stealthy without rolling a lot of dice, but with them playing close attention to the game board and enemies. That felt better. The attention to the board and keeping your modifiers high felt more like someone trying to be stealthy than a simple roll and a declaration of intent.

It accommodates concepts like invisibility (+10 bonus to being hidden incorporates most of the concept well) and other 'natural' conditions making it more or less likely for someone to be detected.

The biggest frustration with it was the round based combat system allowing creatures to thread needles because of the abstraction of time and movement - similar to how sometimes D&D combat movement makes no sense. I recall wringing my hands over how to handle some situations that came up where the 'real world equivalent' and the 'under the timing of the D&D rules you technically ...' logic were grating against each other and I didn't want to be unrealistic or unfair - but had to pick one.

What other systems do people support?
 

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I'm just going to continue to use 2014 based rules. Somewhat based on my judgment as to whether hide is possible and opposed checks. Details are probably a slightly longer discussion because there's nothing perfect, but it's always given people opportunity to hide while still maintaining a feel that we like.
 


I have a basic system I use. You want to hide from someone? Get out of view of the person you are hiding from (mechanically-speaking get behind 3/4 or total cover, or be heavily obscured relative to that person), and then use an Action (or Bonus action for a Rogue) to make a Dexterity (Stealth) check. That will be your DC to be found by anyone in the area who wishes to try and find you.

The person(s) you are hiding from can try and find you one of three ways... they can move themselves into a position where you are no longer heavily obscured or blocked by the cover (and thus they see you-- meaning you are no longer hidden from them)... their Passive Perception is high enough that it beats your Stealth check and thus they automatically succeed and know where you are (even if they can't see you)... or they can use a Bonus action to make a Wisdom (Perception) check to try and sense you while hidden-- failure of the check means the person doesn't know that you are there, success means they know where you are even if they cannot see you.

If the person doesn't know that you are there, you can move around stealthily at half speed while still remaining heavily obscured or behind 3/4ths or better cover without issue. You can also move out from behind that cover into the open if the person is not looking in your direction when you do so (and this is a narrative decision on the DM and player's part to determine whether the person doesn't turn around while you do-- usually if there's a distraction that causes the person to keep their focus elsewhere or if you keep time on where ad when they are looking for example.) This allows you to move from one piece of cover to another, or sneak up behind the person to attack them from behind.

If the person does succeed on their Perception check and thus can sense where you are... they still do not see you so long as the heavily obscuring material or 3/4ths / total cover is in place. If you are behind total cover, they cannot attack you at all obviously. If you are heavily obscured or behind 3/4ths cover, they can try and attack you but they have to guess the square you are in and the attack automatically has disadvantage (and behind 3/4ths cover still grants the +5 cover bonus to your AC). The best way for the person to rectify their situation is to actually move up to where you are after they sense you, so that you are no longer behind cover or heavily obscured relative to that person.

In addition, all the specific little rule changes that affect these things still apply-- wood elves only have to be lightly obscured (rather than heavily) in order to make their check... halflings can be behind large creatures and be treated as having 3/4ths cover relative to stealth (for example). And any other special situation that isn't covered by these guidelines will just have a ruling made for that situation at the time.
 


I have a basic system I use. You want to hide from someone? Get out of view of the person you are hiding from (mechanically-speaking get behind 3/4 or total cover, or be heavily obscured relative to that person), and then use an Action (or Bonus action for a Rogue) to make a Dexterity (Stealth) check. That will be your DC to be found by anyone in the area who wishes to try and find you.

The person(s) you are hiding from can try and find you one of three ways... they can move themselves into a position where you are no longer heavily obscured or blocked by the cover (and thus they see you-- meaning you are no longer hidden from them)... their Passive Perception is high enough that it beats your Stealth check and thus they automatically succeed and know where you are (even if they can't see you)... or they can use a Bonus action to make a Wisdom (Perception) check to try and sense you while hidden-- failure of the check means the person doesn't know that you are there, success means they know where you are even if they cannot see you.

If the person doesn't know that you are there, you can move around stealthily at half speed while still remaining heavily obscured or behind 3/4ths or better cover without issue. You can also move out from behind that cover into the open if the person is not looking in your direction when you do so (and this is a narrative decision on the DM and player's part to determine whether the person doesn't turn around while you do-- usually if there's a distraction that causes the person to keep their focus elsewhere or if you keep time on where ad when they are looking for example.) This allows you to move from one piece of cover to another, or sneak up behind the person to attack them from behind.

If the person does succeed on their Perception check and thus can sense where you are... they still do not see you so long as the heavily obscuring material or 3/4ths / total cover is in place. If you are behind total cover, they cannot attack you at all obviously. If you are heavily obscured or behind 3/4ths cover, they can try and attack you but they have to guess the square you are in and the attack automatically has disadvantage (and behind 3/4ths cover still grants the +5 cover bonus to your AC). The best way for the person to rectify their situation is to actually move up to where you are after they sense you, so that you are no longer behind cover or heavily obscured relative to that person.

In addition, all the specific little rule changes that affect these things still apply-- wood elves only have to be lightly obscured (rather than heavily) in order to make their check... halflings can be behind large creatures and be treated as having 3/4ths cover relative to stealth (for example). And any other special situation that isn't covered by these guidelines will just have a ruling made for that situation at the time.
This is, IMO, how it all works now, with some exceptions:
  • Making a Perception check to find someone is a full action instead of a bonus action.
  • If the person doesn't know you are there, they oppose your Stealth roll with their Passive Perception. Technically it doesn't matter if you have cover, speed of movement, etc., although you are certainly free to determine that line of sight ruins this, or that moving quickly makes noise "louder than a whisper," per your distinctions.
  • If they succeed on the Perception check, it's normal battle rules. You are no longer hidden, even if behind total cover. (This doesn't change targeting rules.)
(edited above)

Re: OP
This is too complex, my friend. This isn't a judgement on its accuracy, fairness, or fun-factor, but it is too complex for what I am going to guess is the vast majority of players.
 
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Re: OP
This is too complex, my friend. This isn't a judgement on its accuracy, fairness, or fun-factor, but it is too complex for what I am going to guess is the vast majority of players.
I agree that it can be complex and address why that it not so bad:

1.) It escalates stealth to being a significant part of the game that deserves the attention (worthy of the complexity), and

2.) (Simultaneously and contradictorily) You can ignore most of the complexity most of the time and really only pay attention when it is a close concern - in the way you can sometimes make combat faster by telling the player to roll a d20 and only checking the total modifiers to determine success if it is going to be a close call. There is nothing more frustrating than having people spend 5 minutes figuring out all the modifiers on an attack roll (am I still blessed? How much cove do they have? If I move here does the cover get reduced?) and then have them roll a 1 or 20.

I did use this system for a while. What I didn't emphasize enough was that most stealth situations were resolved through strategy and planning - not through a roll of the dice. When people selected paths and approaches that minimized the modifier, they were selecting paths and approaches that made sense from a story telling perspective. That was cool. I do recall the modifier sheet growing over time as well (on the fly) adapted more modifiers.
 

I prefer the one roll, but individuals may have a better or worse chance depending on the primary means of Perception (i.e., hounds having Advantage when using smell, Eagles have advantage when using sight, or Bats relying on sound, etc.).

Active roll of Stealth vs. passive Perception (+5 if they'd have Advantage, -5 if they'd have Disadvantage). You have to have concealment or some sort of distraction to initiate Stealthing. Someone taking an action to actively search rolls vs. the Stealth (yes, they can roll worse than passive meaning their focusing attention in the wrong direction/way). Hidden and Invisible are two different, yet complementary conditions. Alert is also a condition, granting a d4 bonus to Perception/passive Perception (DM can invoke a straight +2 on the latter to simplify).

Stealth is only lost if you end movement in a place lacking concealment of some sort or take an action that would reveal yourself (such as attacking, knocking over a vase, shouting, opening a bottle of perfume or troglodyte stink, etc.). The "lose concealment at end of move" allows someone who is Stealthing to do something akin to move from crate to crate while sneaking up on a guard and the like.

Otherwise, pretty much using the 2014 rules.
 

For me the point of the Invisibility spell is that it grants the person being "heavily obscured" no matter where the person is standing. If the person is out in the open but invisible it's the equivalent to the person having found cover to be behind. It just gives the hider more opportunity to make Dexterity (Stealth) checks because no matter where they are they satisfy the "being heavily obscured or behind 3/4ths or better cover". It also means that they can move around wherever they want and not have to worry about the "causing a distraction so the enemy is looking in a different direction" bit.

At the end of the day though... being hidden is never really that big of a deal because mechanically all it gains you is a single attack with Advantage (the bonus you get for attacking while hidden.) But that's a bonus that gets handed out like candy in combat (having Advantage) so it's not like it's anything that special. Other than that... you also might not be able to be targeted by an attack... but more often than not a person at range won't be targeted anyway if most of the enemies are using melee attacks. So again... it's a bonus that the PC already often has even without being hidden. So how important is it really? Sure, out of combat the scouting character can move on ahead of the party and see what's upcoming so there's a slight benefit... but more often than not a party has a Familiar available to at least one of the members and that means scouting was also already taken care of, making the ability to hide rather superfluous once again.

I've never thought hiding and stealth was ever worth the thousands of pages of argument and discussion people keep putting up in an effort to "fix" it.
 

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