D&D 3E/3.5 Give unto me your "Power Gamer's 3.5 Guide to Rogues"

Elder-Basilisk said:
Well, you're trying to sneak into a guarded compound. You might need to climb silently over a wall (move silently #1), drop onto the other side (move silently #2, hide #1), cross 20 feet to the main building (move silently #3, hide #2), open the lock on the back door (hide #3), and enter silently (move silently #4 and hide #3). That's seven opposed checks right there.
This may depend on the DM. Your example seems a bit egregious to me. The first three Move Silenlty and two Hide checks should each be one, IMO, as the distance sounds roughly within a double move (though there'd be a -5 on them for moving more than half speed). Opening the lock and entering would be a second Move Silently and Hide check (at no penalty).

Elder-Basilisk said:
As far as I can tell, you need to make an opposed hide check every round you move or attempt to remain hidden without having full cover. You certainly have to make a new hide and move silently check every round you move.
In combat, sure. Out of combat, it will depend on the situation and the DM. If a DM were to call for a roll for every 20-ft. when my PC was moving over a hundred yards of moor (barring a new listener standing at each 20-ft. interval), I'd be looking for a new DM. :)
 
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frankthedm said:
On the weapon choice, make sure to ask your DM before you start playing if he will be applying curcumstance penalties to move silently or hide due to clanking chain links with razorsharp edges.
Thankfully, my DM doesn't hate his players this much. :eek:

The encumbrance and ACP rules already cover this sort of thing. Any DM who does this... time to get a new DM.
 

buzz said:
If a DM were to call for a roll for every 20-ft. when my PC was moving over a hundred yards of moor (barring a new listener standing at each 20-ft. interval), I'd be looking for a new DM. :)
And you would not be missed. A situation like that would best covered by rogue taking 10 and the listener getting one listen each round modified by distace you are at.

DM hatred nothing, when playing I would be expecting NPC rogues with drawn weapons that give over 3 times thier height in reach to suffer circumstance penalties to avoiding notice.
 
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Elder-Basilisk said:
As far as I can tell, you need to make an opposed hide check every round you move or attempt to remain hidden without having full cover. You certainly have to make a new hide and move silently check every round you move.

I see. Is this derived from the fact that you use Hide/Move Silently as part of a move? So every time you move you have to re-roll?

Action: Usually none. Normally, you make a Hide check as part of movement, so it doesn’t take a separate action. However, hiding immediately after a ranged attack (see Sniping, above) is a move action.

Now is that roll made for every move action?

It seems pretty wishy-washy so far; I can see ruling either way. (One Hide check = you're hidden vs. one Hide check per Move action.)
 

buzz said:
This may depend on the DM. Your example seems a bit egregious to me. The first three Move Silenlty and two Hide checks should each be one, IMO, as the distance sounds roughly within a double move (though there'd be a -5 on them for moving more than half speed). Opening the lock and entering would be a second Move Silently and Hide check (at no penalty).

It's actually about right. Climbing over a wall that's, shall we say 10 feet tall will require a full round for a character who doesn't have at least a 40 foot movement. A successful climb check moves you 1/4 speed, so two climb checks will be necessary for a 20' or 30' move character to top the 10' wall. Assuming that the character can jump down with the remaining 5' of movement he would be entitled to from climbing, that is: one hide check and one move silently at one check per round or one hide check and two move silently checks at one check per move action.

On the next round the character spends two move actions to cross the 20' of open space without hiding at speed.

Then he has to hide while he opens the lock. Opening a lock takes several rounds, but in this example, since he's not moving I'm letting him do it with one hide check.

Then the character has to hide and move silently while he opens the door and moves in.

And this set of circumstances is fairly generous to the rogue--there's no open space outside the wall that he needs some mechanism to cross unseen (which, as a minimum would take more hide and move silently checks).

In combat, sure. Out of combat, it will depend on the situation and the DM. If a DM were to call for a roll for every 20-ft. when my PC was moving over a hundred yards of moor (barring a new listener standing at each 20-ft. interval), I'd be looking for a new DM. :)

That all depends on what the situation is. If you're exploring a dungeon corridor ahead of the party, you make one hide and move silently check and I roll against it. If you beat the monsters, you get a chance to notice them before they notice you. You can take that opportunity to either grab a surprise round or to try to sneak up closer and get a better position for your surprise round. If you're trying to sneak up closer, you can bet it's going to take a new check for every move action.

The same thing is true on the moor. (Though hiding is much harder because you generally need cover to hide and moors tend to be barren). If you want to sneak up to the castle on the moor, you'll be moving from cover to cover and the bad guys will start rolling once they have a chance to beat you. If all you're doing is scouting ahead hidden, you make one check and if you win, you have your choice of going into a surprise round by immediately attacking, trying to avoid the encounter, or trying to sneak up closer.

My experience is that this method makes stealth more fun because there is a good deal of tension in the choice to sneak up closer or to back off each time instead of just making a single roll and saying "I'm there, let's open up with the combat." It also tends to counter the dramatic imbalance between stealth and detection skills in D&D. If you just roll once, even a first or second level ranger or rogue will usually get the drop on anyone without spot and listen as a class skill from anywhere they want. "You blew your spot check, so they got to within 5 feet of you." If, on the other hand, you require rolls every round detection is possible, moderate stealth will only close the distance and it requires really good stealth to sneak up right next to a PC (or NPC). In that case, the various magic items that make hiding and moving silently easier don't obviate the need for actually spending ranks in the skills.
 

LostSoul said:
I see. Is this derived from the fact that you use Hide/Move Silently as part of a move? So every time you move you have to re-roll?

That's the way I read it. In practice, unless it's a check I need to get lucky on to succeed, I usually just take ten and then it's just distance modifiers that change the target number for the NPCs.
 

frankthedm said:
And you would not be missed. A situation like that would best covered by rogue taking 10 and the listener getting one listen each round modified by distace you are at.

That kind of gimps Move Silently, though, doesn't it? Unless your Move Silently skill beats the Listen score of the NPC by 11 or more, and you can take 10, there's a pretty good chance he's going to hear you.

And if there are two or more Listeners there, it gets worse.

The problem is that it takes one failed Move Silently check (or successful Listen check) to hear the guy, and then he hears you, and everything's gone wrong. The Listen guy can fail check after check after check; but that's all right, since he keeps getting retries.

Since they are two straight-up opposed checks, it looks like Spot/Listen have the edge over Hide/Move Silently.
 

Elder-Basilisk said:
That's the way I read it. In practice, unless it's a check I need to get lucky on to succeed, I usually just take ten and then it's just distance modifiers that change the target number for the NPCs.

Crap. I agree with your ruling, I just don't like it. ;)

Hmm, looks like a house rule for me.

I hope this has some use for the original poster (considering he's playing a Rogue, it might) so that we aren't veering off-topic or anything.
 

frankthedm said:
And you would not be missed. A situation like that would best covered by rogue taking 10 and the listener getting one listen each round modified by distace you are at.

And because of the way that hide and move silently skills work, unless there's a really exceptional guard at the end of the 300 feet on the moor, as soon as you say you take ten, you have guaranteed that you can make it to 100 feet without being spotted. That's assuming that you have the same hide modifier as he has spot. But, since you are a rogue who probably has at least a +12 hide or so, and he is probably just a guard with a wisdom modifier and Alertness if he's lucky, so if you take ten rather than rolling, you're probably guaranteed to get thirty feet away before he even has a chance to notice you. Odds are pretty good that you can get right next to him without being spotted.

On the other hand, if you roll, you are only guaranteed to make it to 130 feet and the last thirty to forty feet will be risky.

If you roll once, on the other hand, you're almost always guaranteed to get right next to the guard without being spotted--and that without even a particularly good hide modifier.
 

Elder-Basilisk said:
My experience is that this method makes stealth more fun because there is a good deal of tension in the choice to sneak up closer or to back off each time instead of just making a single roll and saying "I'm there, let's open up with the combat." It also tends to counter the dramatic imbalance between stealth and detection skills in D&D. If you just roll once, even a first or second level ranger or rogue will usually get the drop on anyone without spot and listen as a class skill from anywhere they want. "You blew your spot check, so they got to within 5 feet of you." If, on the other hand, you require rolls every round detection is possible, moderate stealth will only close the distance and it requires really good stealth to sneak up right next to a PC (or NPC). In that case, the various magic items that make hiding and moving silently easier don't obviate the need for actually spending ranks in the skills.

Hmm... I think you're right when you say it adds more tension. Making more than one check can give you more tension that just rolling one.

It seems that, in my experience, it's painfully hard to sneak up on a group of people. This would make it nearly impossible.

Also, it seems that being able to sneak up on someone becomes a switch, rather than an opposed roll. If you have to make a number of checks, the Listener has a better chance to hear you (although I'm not sure about the probabilities). So it's not worth attempting unless your skill is 11 higher than theirs, at which case you can Take 10 and make it all the time.

However... with the penalties for distance, it might work out. Being crap at math, I'd like to see some cases worked out by someone else. ;)
 

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