Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Current Stealth Rule Actually Works As Is. If Moving Out of Cover After Hiding Makes Enemies Immediately "Finds You", Hide Would Be Totally UNUSABLE.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Chaosmancer" data-source="post: 9429487" data-attributes="member: 6801228"><p>They are standardizing the checks, to show that the default DC is 15. It is 15 for influence and 15 for stealth. IF you want to make it easier, go ahead, no one will stop you. </p><p></p><p>And the thing stopping them is the rules stating that the DM calls for the check. You call for the initial check that they roll first. It represents them starting to sneak in. You don't allow people to start a negotiation, stop and say "eh, I don't think I'm negotiating well enough, can I try again?" so why would you for Stealth? They performed their actions and started moving, they don't get a do over.</p><p></p><p></p><p></p><p>If they are still stealthing, why not? Investigating a room can take up to an hour, and is a single roll. You don't re-roll investigation for every piece of furniture, or if you spend a week researching you don't re-roll for every single book. A single check can cover a longer period of time. </p><p></p><p>And you can still have them re-roll after something significant alters. If they stab someone, they need to re-roll. If they end up getting to the room they were looking to break into, and investigate to tear the room apart, then as they leave, they need to re-roll. But if they roll really high, and they are just scoping the place out and don't do anything else... it was one narrative action, so why force them to make seven rolls?</p><p></p><p></p><p></p><p></p><p>Right, but if you miss in combat, it doesn't immediately lead to you losing the combat. If you fail a single stealth check, then you have failed the entire stealth mission and need to either fight or flee. IF you were in a combat where missing the enemy a single time meant death, then you would be essentially guaranteed to lose, and that is what happens when you turn a single narrative action "I want to sneak into the camp and find the prisoners" into seven checks, each one more likely to fail than the last (statistically) and ever more dangerous for the character who likely is moving solo because that is how scouting works. </p><p></p><p>Seriously, rolling a natural 1 on a d20 is a 5% chance. Over the course of three rolls, the odds of getting <strong><em>at least </em></strong>one nat 1 is 14.26%. The more times you force a character to roll a check, the more likely they are going to fail. So we should not encourage rolling again and again and again and again. "Oh, you moved from low security area to high security area?" Okay, that makes sense to re-roll. "Okay, you hid behind the box, then stepped out and slipped behind the guard, then moved into the room by the entrance, then exited into the hallway, then waited for the next patrol to pass... that's five stealth checks please" is not reasonable. It is setting the character up to fail.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 9429487, member: 6801228"] They are standardizing the checks, to show that the default DC is 15. It is 15 for influence and 15 for stealth. IF you want to make it easier, go ahead, no one will stop you. And the thing stopping them is the rules stating that the DM calls for the check. You call for the initial check that they roll first. It represents them starting to sneak in. You don't allow people to start a negotiation, stop and say "eh, I don't think I'm negotiating well enough, can I try again?" so why would you for Stealth? They performed their actions and started moving, they don't get a do over. If they are still stealthing, why not? Investigating a room can take up to an hour, and is a single roll. You don't re-roll investigation for every piece of furniture, or if you spend a week researching you don't re-roll for every single book. A single check can cover a longer period of time. And you can still have them re-roll after something significant alters. If they stab someone, they need to re-roll. If they end up getting to the room they were looking to break into, and investigate to tear the room apart, then as they leave, they need to re-roll. But if they roll really high, and they are just scoping the place out and don't do anything else... it was one narrative action, so why force them to make seven rolls? Right, but if you miss in combat, it doesn't immediately lead to you losing the combat. If you fail a single stealth check, then you have failed the entire stealth mission and need to either fight or flee. IF you were in a combat where missing the enemy a single time meant death, then you would be essentially guaranteed to lose, and that is what happens when you turn a single narrative action "I want to sneak into the camp and find the prisoners" into seven checks, each one more likely to fail than the last (statistically) and ever more dangerous for the character who likely is moving solo because that is how scouting works. Seriously, rolling a natural 1 on a d20 is a 5% chance. Over the course of three rolls, the odds of getting [B][I]at least [/I][/B]one nat 1 is 14.26%. The more times you force a character to roll a check, the more likely they are going to fail. So we should not encourage rolling again and again and again and again. "Oh, you moved from low security area to high security area?" Okay, that makes sense to re-roll. "Okay, you hid behind the box, then stepped out and slipped behind the guard, then moved into the room by the entrance, then exited into the hallway, then waited for the next patrol to pass... that's five stealth checks please" is not reasonable. It is setting the character up to fail. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Current Stealth Rule Actually Works As Is. If Moving Out of Cover After Hiding Makes Enemies Immediately "Finds You", Hide Would Be Totally UNUSABLE.
Top