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Current Stealth Rule Actually Works As Is. If Moving Out of Cover After Hiding Makes Enemies Immediately "Finds You", Hide Would Be Totally UNUSABLE.
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<blockquote data-quote="Chaosmancer" data-source="post: 9429188" data-attributes="member: 6801228"><p>I will never understand why people keep claiming that you can just keep re-rolling. The rules state the DM calls for the check. Are you going to keep calling for the check until your player gets a 20? If I player starts a performance, do you allow them to restart the peformance every six seconds, re-rolling and re-rolling until they roll high enough to succeed? Do they get to remake persuasion checks until they succeed? Why would younot only expect stealth to work differently but claim it clearly does? </p><p></p><p>As for why the flat check exists, it is pretty simple. It is to prevent the constant re-rolling of the stealth, and to allow a target number for the player to know they are rolling against. Let us say you have an abandoned keep, but the player wants to proceed stealthily. You as the DM know that the first three rooms are empty, but that there is a Gargoyle in the fourth room. Well, instead of having the player just be declared sneaking until they need to roll stealth in room four against a supposedly empty room, you can have them room against the 15 to start with. Then if they roll a 12, they can use psionic knack, or spend a bardic inspiration, or use a heroic inspiration, or use lucky, or any of a dozen abilities that only work when you fail a check. </p><p></p><p>It is faster, obscures more information about the enemy, and allows the player to use their abilities.</p><p></p><p></p><p></p><p>The problem with "per action" is that the more often you need to re-roll, the more likely you are to fail. If I need to roll stealth to approach the wall, then to get over the wall, then to get through the courtyard, then to get up to the castle, then to get in the castle, then to reach the stairs, then to go up the stairs, then to pass by the first guard, then to pass by the second guard, then to... I am essentially guaranteed to fail at SOME point, because I'm rapidly approaching making 20 rolls of the dice, which also slows down gameplay. </p><p></p><p>Instead, you roll once per stealth attempt, and as long as your stealth isn't broken, you just keep using the same one. In combat, it will break all the time, because you are attacking, but if you successfully sneak halfway through the castle, then the other half can continue using the same check, greatly reducing the number of rolls needed.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9429188, member: 6801228"] I will never understand why people keep claiming that you can just keep re-rolling. The rules state the DM calls for the check. Are you going to keep calling for the check until your player gets a 20? If I player starts a performance, do you allow them to restart the peformance every six seconds, re-rolling and re-rolling until they roll high enough to succeed? Do they get to remake persuasion checks until they succeed? Why would younot only expect stealth to work differently but claim it clearly does? As for why the flat check exists, it is pretty simple. It is to prevent the constant re-rolling of the stealth, and to allow a target number for the player to know they are rolling against. Let us say you have an abandoned keep, but the player wants to proceed stealthily. You as the DM know that the first three rooms are empty, but that there is a Gargoyle in the fourth room. Well, instead of having the player just be declared sneaking until they need to roll stealth in room four against a supposedly empty room, you can have them room against the 15 to start with. Then if they roll a 12, they can use psionic knack, or spend a bardic inspiration, or use a heroic inspiration, or use lucky, or any of a dozen abilities that only work when you fail a check. It is faster, obscures more information about the enemy, and allows the player to use their abilities. The problem with "per action" is that the more often you need to re-roll, the more likely you are to fail. If I need to roll stealth to approach the wall, then to get over the wall, then to get through the courtyard, then to get up to the castle, then to get in the castle, then to reach the stairs, then to go up the stairs, then to pass by the first guard, then to pass by the second guard, then to... I am essentially guaranteed to fail at SOME point, because I'm rapidly approaching making 20 rolls of the dice, which also slows down gameplay. Instead, you roll once per stealth attempt, and as long as your stealth isn't broken, you just keep using the same one. In combat, it will break all the time, because you are attacking, but if you successfully sneak halfway through the castle, then the other half can continue using the same check, greatly reducing the number of rolls needed. [/QUOTE]
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Current Stealth Rule Actually Works As Is. If Moving Out of Cover After Hiding Makes Enemies Immediately "Finds You", Hide Would Be Totally UNUSABLE.
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