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General Tabletop Discussion
*Dungeons & Dragons
Am I crazy, or did they just turn Stealth into full Ninja mode?
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<blockquote data-quote="Scars Unseen" data-source="post: 8950290" data-attributes="member: 10196"><p>So what I would do is this: first and foremost, I'd have certain <em>actions</em> require to be executed under stealth. Sneak attack is a big one, but there are plenty of others one could think of, and I could even see a "rulings not rules" approach to it in some cases. "Sure, you can do that, but it's going to require stealth." Slipping a sedative into the noble's drink, switching a figurine on display with a replica with a clairaudience enchantment on it. That sort of thing. Basically a signal, either in the rules or by the DM, that the player needs to approach this activity in a certain way, game mechanics wise.</p><p></p><p>Second, I would say that in order to perform a stealthy action, either the one performing the action must be hidden(or concealed, or whatever else you want to call it. Just not <em>invisible,</em> please and thank you) or the <em>target </em>of the action must be distracted. Distracted would be a specific state, similar to hidden in that it generally requires a deliberate action to create, but dissimilar in that it doesn't need to be the one attempting a stealthy action that creates it. So for instance, a bard could have abilities that explicitly say they distract the target (in addition to whatever else they do), and the rogue could then take advantage of that status to get a sneak attack in.</p><p></p><p>You could then get into the nitty gritty about what actions or under what conditions an enemy might be able to break the hidden condition, whether there may be some actions a character or NPC can make that inherently make them distracted and so on. But that would be the core of a D&D stealth system if I was designing it. It lets stealthy characters do their thing without always having to be going in and out of hiding, and it opens design space for cooperative action between players.</p></blockquote><p></p>
[QUOTE="Scars Unseen, post: 8950290, member: 10196"] So what I would do is this: first and foremost, I'd have certain [I]actions[/I] require to be executed under stealth. Sneak attack is a big one, but there are plenty of others one could think of, and I could even see a "rulings not rules" approach to it in some cases. "Sure, you can do that, but it's going to require stealth." Slipping a sedative into the noble's drink, switching a figurine on display with a replica with a clairaudience enchantment on it. That sort of thing. Basically a signal, either in the rules or by the DM, that the player needs to approach this activity in a certain way, game mechanics wise. Second, I would say that in order to perform a stealthy action, either the one performing the action must be hidden(or concealed, or whatever else you want to call it. Just not [I]invisible,[/I] please and thank you) or the [I]target [/I]of the action must be distracted. Distracted would be a specific state, similar to hidden in that it generally requires a deliberate action to create, but dissimilar in that it doesn't need to be the one attempting a stealthy action that creates it. So for instance, a bard could have abilities that explicitly say they distract the target (in addition to whatever else they do), and the rogue could then take advantage of that status to get a sneak attack in. You could then get into the nitty gritty about what actions or under what conditions an enemy might be able to break the hidden condition, whether there may be some actions a character or NPC can make that inherently make them distracted and so on. But that would be the core of a D&D stealth system if I was designing it. It lets stealthy characters do their thing without always having to be going in and out of hiding, and it opens design space for cooperative action between players. [/QUOTE]
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Am I crazy, or did they just turn Stealth into full Ninja mode?
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