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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Extreme self-preservation
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="Oofta" data-source="post: 7483363" data-attributes="member: 6801845"><p>I'm not sure there's any answer I can give you at this point that will satisfy you. I'm not doing this from a game balance perspective. I don't really care about game balance because I think having a truly balanced game is impossible. For hiding I simply make a judgement call on what makes sense.</p><p></p><p>Previous editions had hard-coded rules that went something like "if you are hidden at the start of your turn you can move 10 feet out into the open and still be hidden". This never made any sense to me. I can step out into the open? Right in front of the guard, drop trow and moon him before stabbing him while "hidden"? WTF?</p><p></p><p>We had to accept that even though the rule made no sense, it was the rule so therefore we had to follow it. Logic, reality (even movie reality), common sense be damned. It pushed narrative aside, kicked it while it was down and spit on it while growling "I'm a game dammit, not a fantasy combat simulator"</p><p></p><p>If someone is engaged in melee combat they are distracted. They're distracted enough to not properly block an attack by the rogue and suffer additional sneak attack damage. They may be distracted enough that they don't even see movement from the direction of the rogue before the strike so the rogue gets advantage. They will not <em>always</em> be that distracted, so the rogue will not always have advantage.</p><p></p><p>That's my story, and my ruling, I'm sticking to it.</p><p></p><p>[EDIT] P.S. see my standard disclaimer, and added "not" to always have advantage. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":o" title="Eek! :o" data-smilie="9"data-shortname=":o" /></p></blockquote><p></p>
[QUOTE="Oofta, post: 7483363, member: 6801845"] I'm not sure there's any answer I can give you at this point that will satisfy you. I'm not doing this from a game balance perspective. I don't really care about game balance because I think having a truly balanced game is impossible. For hiding I simply make a judgement call on what makes sense. Previous editions had hard-coded rules that went something like "if you are hidden at the start of your turn you can move 10 feet out into the open and still be hidden". This never made any sense to me. I can step out into the open? Right in front of the guard, drop trow and moon him before stabbing him while "hidden"? WTF? We had to accept that even though the rule made no sense, it was the rule so therefore we had to follow it. Logic, reality (even movie reality), common sense be damned. It pushed narrative aside, kicked it while it was down and spit on it while growling "I'm a game dammit, not a fantasy combat simulator" If someone is engaged in melee combat they are distracted. They're distracted enough to not properly block an attack by the rogue and suffer additional sneak attack damage. They may be distracted enough that they don't even see movement from the direction of the rogue before the strike so the rogue gets advantage. They will not [I]always[/I] be that distracted, so the rogue will not always have advantage. That's my story, and my ruling, I'm sticking to it. [EDIT] P.S. see my standard disclaimer, and added "not" to always have advantage. :o [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Extreme self-preservation
Top