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A Reliable Talent for Expert Stealth
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<blockquote data-quote="iserith" data-source="post: 7631523" data-attributes="member: 97077"><p>In a practical sense, this means that the rogue will almost always surprise monsters (unless he's traveling with other, less stealthy people) and will almost always have advantage on the attack roll if there's a place to hide in combat. If the rogue is on his or her own, it will also mean that scouting around without being detected will almost always succeed.</p><p></p><p>Personally, if a rogue tries to hide in the same place twice in order to get advantage on an attack roll, I impart disadvantage on the Stealth check. That does not increase the challenge (which remains static) - it just increases the difficulty which may still be quite low, comparatively speaking. If the rogue's player thinks there's a risk of failure, he or she will try to find another place to hide which may or may not be possible, depending on the situation.</p><p></p><p>Monsters with keen senses may be of some use here, as this effectively increases the difficulty, so that could be tacked onto some monsters to give them an edge. Monsters with blindsight or tremorsense or the like are also something to consider.</p><p></p><p>You could also implement something like the Mark of Finding from the Eberron supplement. The way that works is that the NPC/monster imprints the rogue in its memory (range 30 feet, sight), then the following benefit is gained: "When your quarry is within 60 feet of you, you have a sense of its location: it can't be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover." So you stick some monsters in your adventure with that ability, appropriately renamed, telegraph that they exist and play on. The challenge for the rogue is identifying and taking those monsters out before they can imprint and ruin his or her ability to hide. Increase the difficulty by having it such that if one monster of this kind imprints, they all imprint until the original one is taken out (or something like that). Then have that one monster dodge and play keep-away while the others pound the rogue.</p></blockquote><p></p>
[QUOTE="iserith, post: 7631523, member: 97077"] In a practical sense, this means that the rogue will almost always surprise monsters (unless he's traveling with other, less stealthy people) and will almost always have advantage on the attack roll if there's a place to hide in combat. If the rogue is on his or her own, it will also mean that scouting around without being detected will almost always succeed. Personally, if a rogue tries to hide in the same place twice in order to get advantage on an attack roll, I impart disadvantage on the Stealth check. That does not increase the challenge (which remains static) - it just increases the difficulty which may still be quite low, comparatively speaking. If the rogue's player thinks there's a risk of failure, he or she will try to find another place to hide which may or may not be possible, depending on the situation. Monsters with keen senses may be of some use here, as this effectively increases the difficulty, so that could be tacked onto some monsters to give them an edge. Monsters with blindsight or tremorsense or the like are also something to consider. You could also implement something like the Mark of Finding from the Eberron supplement. The way that works is that the NPC/monster imprints the rogue in its memory (range 30 feet, sight), then the following benefit is gained: "When your quarry is within 60 feet of you, you have a sense of its location: it can't be hidden from you, gains no benefit from invisibility, and your attacks against it ignore half cover." So you stick some monsters in your adventure with that ability, appropriately renamed, telegraph that they exist and play on. The challenge for the rogue is identifying and taking those monsters out before they can imprint and ruin his or her ability to hide. Increase the difficulty by having it such that if one monster of this kind imprints, they all imprint until the original one is taken out (or something like that). Then have that one monster dodge and play keep-away while the others pound the rogue. [/QUOTE]
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