jgsugden
Legend
Just reiterating something from early in the thread:
Stealth, surprise, invisibility, perception... these are incredibly hard concepts to put into game terms that are 100% internally consistent. If you do manage to create such a rule set it will be bulky and have far too many details to be manageable.
After playing D&D in 5 different decades, my belief is that this is an area where DM subjective judgment is the best solution and exact and consistent rules are a surprising enemy to fun. The existing 5E rules give the DM some tools: Perception scores, surprise mechanics, descriptions of invisibility, etc... The DM should understand the mechanics and then decide to use them as he sees fit... and players should accept the DM interpretation. As a player, you might double check to make sure the DM understood what you wanted to do, but as a player we should just accept if the DM says you can or can't do something, if you do or don't have disadvantage, etc... D&D is role playing. Role playing is story telling, not story coding.
Stealth, surprise, invisibility, perception... these are incredibly hard concepts to put into game terms that are 100% internally consistent. If you do manage to create such a rule set it will be bulky and have far too many details to be manageable.
After playing D&D in 5 different decades, my belief is that this is an area where DM subjective judgment is the best solution and exact and consistent rules are a surprising enemy to fun. The existing 5E rules give the DM some tools: Perception scores, surprise mechanics, descriptions of invisibility, etc... The DM should understand the mechanics and then decide to use them as he sees fit... and players should accept the DM interpretation. As a player, you might double check to make sure the DM understood what you wanted to do, but as a player we should just accept if the DM says you can or can't do something, if you do or don't have disadvantage, etc... D&D is role playing. Role playing is story telling, not story coding.