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
*Pathfinder & Starfinder
FIghting what you can't see (blind, invisible, and hidden)
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="ForbidenMaster" data-source="post: 4985765" data-attributes="member: 63213"><p>Yes.</p><p></p><p>First: your opponent being blinded (the condition) does not automatically make you hidden (the status) or invisible (the status). You must still roll a stealth check vs your opponents passive perception to become hidden and invisible. You must do this at the end of a move action. If during the move action you use to become hidden you moved more than 2 squares you take a -5 to the check. If you ran then the penalty is -10. If for some reason (such as you attacked) you become unhidden you must make another stealth check. If you are hidden and move more than 2 squares you must make another stealth check with a-5 penalty to the attack, -10 if you ran.</p><p></p><p>Simply: even when facing blind opponents you arent always hidden and must keep rolling stealth checks if you want to attack and then hide from your foes.</p><p></p><p>Second: You only need to roll a perception check to find a hidden enemy. If an enemy is not hidden from you then you know exactly which square it is in even if you cannot see it. So lets say that the flameskull moved and then attacked, making it not hidden at the end of its turn, everyone knows where it is until the flameskull can take another move to hide. You still take a -5 to melee and ranged attacks for total concealment, but at least you know which square to attack.</p><p></p><p>Now lets say that the flameskull is hidden. As you pointed out, one can make a perception check as a minor action to try and find where the flameskull is instead of having to guess which square to attack. The key here is that the DC for the perception check is whatever the flameskull got for its stealth check when it became hidden. So if the flameskull got a 25 when it moved and became hidden, 25 is the DC for the perception check until the flameskull takes another move action to become/stay hidden.</p><p></p><p>You should only be rolling stealth checks when the flamescull moves (aprox. once a round) with a DC equal to the passive perception checks of the party members, and you should only be rolling perception check when the PCs decide to use a minor action to try and find the flameskull when it is hidden with a DC equal to the stealth check the flameskull used to become hidden in the first place. So at max you are looking at one extra die roll per turn with set DCs. It is not something that you should just handwave to passive as it simply does not work and is not that big of a hassle.</p><p></p><p>EDIT: fixed spelling/grammar</p></blockquote><p></p>
[QUOTE="ForbidenMaster, post: 4985765, member: 63213"] Yes. First: your opponent being blinded (the condition) does not automatically make you hidden (the status) or invisible (the status). You must still roll a stealth check vs your opponents passive perception to become hidden and invisible. You must do this at the end of a move action. If during the move action you use to become hidden you moved more than 2 squares you take a -5 to the check. If you ran then the penalty is -10. If for some reason (such as you attacked) you become unhidden you must make another stealth check. If you are hidden and move more than 2 squares you must make another stealth check with a-5 penalty to the attack, -10 if you ran. Simply: even when facing blind opponents you arent always hidden and must keep rolling stealth checks if you want to attack and then hide from your foes. Second: You only need to roll a perception check to find a hidden enemy. If an enemy is not hidden from you then you know exactly which square it is in even if you cannot see it. So lets say that the flameskull moved and then attacked, making it not hidden at the end of its turn, everyone knows where it is until the flameskull can take another move to hide. You still take a -5 to melee and ranged attacks for total concealment, but at least you know which square to attack. Now lets say that the flameskull is hidden. As you pointed out, one can make a perception check as a minor action to try and find where the flameskull is instead of having to guess which square to attack. The key here is that the DC for the perception check is whatever the flameskull got for its stealth check when it became hidden. So if the flameskull got a 25 when it moved and became hidden, 25 is the DC for the perception check until the flameskull takes another move action to become/stay hidden. You should only be rolling stealth checks when the flamescull moves (aprox. once a round) with a DC equal to the passive perception checks of the party members, and you should only be rolling perception check when the PCs decide to use a minor action to try and find the flameskull when it is hidden with a DC equal to the stealth check the flameskull used to become hidden in the first place. So at max you are looking at one extra die roll per turn with set DCs. It is not something that you should just handwave to passive as it simply does not work and is not that big of a hassle. EDIT: fixed spelling/grammar [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
FIghting what you can't see (blind, invisible, and hidden)
Top