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Hide and Mv Silently skills are no more!

Nail

First Post
Monte Cook had it right, I think: combine Hide and Move Silently skills into one skill. But he didn't follow through; you need to change the "opposed skills" as well (Spot & Listen).

In brief, we've got three skills, new or revised: Sneak (formerly Hide and Move Silently), Spot (revised a bit, especially with respect to invisible creatures), and Sense (includes all non-visual senses, including Listen, Blindsense, Scent...).

Our game is futzing with this, and I appreciate your input. Have you used the Sneak skill for awhile? Any problems?

Our group discussed some of these changes here. The "Hide while attacking Shadowdancer" thread was also formative/helpful.


Here's the revised and added skill descriptions:

SENSE (WIS)
The Sense skill represents what all of your non-visual senses tell you about your surroundings. These non-visual senses include hearing, smell, and touch, as well as the extraordinary abilities of Blindsense, Scent and Tremorsense. This skill even encompasses that mysterious "sixth sense", or "gut-feeling", the feeling that someone is sneaking up behind you, or lying in wait in the next room.

Check: Your Sense check is either made against a DC set by the DM, or it is opposed by another's Sneak check. You can only make a Sense check when at least one of your non-visual senses could give you information.
  • When a creature is hidden or difficult to notice, you roll either a Sense or a Spot check (not both), and that roll is opposed by the Sneak check of the hidden creature. If the subject is not intentionally Sneaking, its Sneak check is 0, modified by circumstance (see the Sneak skill description) and distance.
  • If you are trying to sense something other than a creature’s location (such as to hear a muffled conversation, or to smell a campfire), the DM should determine an appropriate DC for your check.
  • Either Spot or Sense checks may be called for to determine the distance at which an encounter begins.
    In many cases, the DM should roll your Sense check in secret, so you don't know if you were successful or not.

Modifiers:
  • All Sense checks are penalized by distance (-1 per 10 feet) or if the character making the Sense check is distracted (not concentrating on being observant, -5 penalty).
  • Sense can be used even if the subject has total cover, total concealment, or is invisible. A shut door between you and the subject increases the DC by +5; each 6 inch thickness of solid wall increases the DC by +10.
  • The basis of the Sense skill is hearing. If you cannot hear (because you are deaf, being affected by a Silence spell, or some other reason), you make Sense checks at a -4 penalty.
  • Blindsense, Scent, and Tremorsense each give a +4 bonus to Sense checks, but only for circumstances for which they are useful. For example, Scent could not help sense a creature without an odor, and Tremorsense could not help sense an opponent not in contact with the ground.

Success on a reactive check means you know the direction and approximate distance (close – 30ft, medium – 100ft, far – 400 ft; similar to spell ranges) to the subject. Success when using the Sense skill as a move action allows you to know the precise location of the subject (what grid square(s) the subject is in). In either case, the subject might still be hidden, have total cover or concealment, or be invisible.

Action: Varies. Every time you have a chance to sense something in a reactive manner you can make a Sense check without using an action. Trying to sense something you failed to notice previously is a move action.

Try Again: Yes. You can try to sense something that you failed to notice previously at no penalty.

Special: If you are allowed to use either Spot or Sense for a check, you receive a +2 bonus to whichever you chose to roll. This represents the synergy of using all of your senses at once.

If you have 5 or more ranks in Spot, you get a +2 synergy bonus on Sense checks.

A fascinated creature takes a –4 penalty on Sense checks made as reactions.

If you have the Alertness feat, you get a +2 bonus on Sense checks.

A ranger gains a bonus on Sense checks when using this skill against a favored enemy.

An elf, gnome, or halfling has a +2 racial bonus on Sense checks.

A half-elf has a +1 racial bonus on Sense checks.

A sleeping character may make Sense checks at a –10 penalty. A successful check awakens the sleeper.


SNEAK (DEX; ARMOR CHECK PENALTY)
Characters use the Sneak skill to hide in place, move without being seen or heard, and tread softly and quietly.

Check: Your Sneak check is opposed by either a Spot or a Sense check (not both) of anyone who might notice you. When opposing a Spot check, you must have either cover or concealment. If you have total cover or total concealment, opponents cannot use their Spot skill to find you, since no part of you is visible. Observers watching you before you Sneak succeed on their Spot checks automatically; you can run behind total cover and then Sneak, but observers at least know where you went.

A creature larger or smaller than Medium takes a size bonus or penalty on Sneak checks depending on its size category: Fine +16, Diminutive +12, Tiny +8, Small +4, Large –4, Huge –8, Gargantuan –12, Colossal –16.

You can move up to one-half your normal speed and Sneak at no penalty. When moving at a speed greater than one-half but less than your normal speed, you take a –5 penalty. It’s practically impossible (–20 penalty) to hide while running or charging.

Distractions: If your observers are momentarily distracted (such as by a successful Bluff check), you can attempt a Sneak check if you can get to a hiding place of some kind. The hiding place has to be within 1 foot per rank you have in Sneak. This check, however, is made at a –10 penalty because you have to move fast.

Sniping: If you’ve already successfully hidden from the target, as a full round action you can make one attack, then immediately hide in the same place again. This sort of attack is usually done with a ranged weapon, to take advantage of range penalties on Spot checks. You could make one melee attack, as long as you don’t have to move to a different square to do so. You take a –20 penalty on your Sneak check to conceal yourself after the sniping attack.

Action: Usually none. Normally, you make a Sneak check as part of movement, so it doesn’t take a separate action. However, sniping (see above) is a full round action.

Special: If you have the Stealthy feat, you get a +2 bonus on Sneak checks.

A 13th-level ranger can attempt a Sneak check in any sort of natural terrain, even if it doesn’t grant cover or concealment. A 17th-level ranger can do this even while being observed.


SPOT (WIS)
Check: The Spot skill represents seeing, recognizing, and being able to react normally to creatures or objects. In order to use this skill, you must be able to “see” the subject, either with normal vision, darkvision, or blindsight. (Note: darkvision and blindsight typically have very short effective ranges, but negate some forms of concealment or cover.) A Spot check is only necessary if the subject is hidden or difficult to see, if the subject is disguised in some way, or at the beginning of encounters.
  • When a creature is hidden or difficult to see, you roll either a Spot or a Sense check (not both), and that roll is opposed by the Sneak check of the hidden creature. If the subject is not intentionally Sneaking, its Sneak check is 0, modified by circumstance (see the Sneak skill description) and distance.
  • Spot is also used to detect someone in disguise (see the Disguise skill), and to read lips (see below) when you can’t hear what someone is saying.
  • Either Spot or Sense checks may be called for to determine the distance at which an encounter begins.

    All Spot checks are penalized by distance (-1 per 10 feet) or if the character making the Spot check is distracted (not concentrating on being observant, -5 penalty).

    Read Lips: To understand what someone is saying by reading lips, you must be within 30 feet of the speaker, be able to see him or her speak, and understand the speaker’s language. (This use of the skill is language-dependent.) The base DC is 15, but it increases for complex speech or an inarticulate speaker. You must maintain a line of sight to the lips being read.

    If your Spot check succeeds, you can understand the general content of a minute’s worth of speaking, but you usually still miss certain details. If the check fails by 4 or less, you can’t read the speaker’s lips. If the check fails by 5 or more, you draw some incorrect conclusion about the speech. The check is rolled secretly in this case, so that you don’t know whether you succeeded or missed by 5.

    Action: Varies. Every time you have a chance to spot something in a reactive manner you can make a Spot check without using an action. Trying to spot something you failed to see previously is a move action. To read lips, you must concentrate for a full minute before making a Spot check, and you can’t perform any other action (other than moving at up to half speed) during this minute.

    Try Again: Yes. You can try to Spot something that you failed to see previously at no penalty. You can attempt to read lips once per minute.

    Special: If you could reasonably use either Spot or Sense for a check, you receive a +2 bonus to whichever you chose to roll. This represents the synergy of using all of your senses at once. A task that only uses sight (like reading lips, guarding while in a crowded and noisy room, or watching a far mountain top) does not get this bonus.

    If you have 5 or more ranks in Sense, you get a +2 bonus on Spot checks.

    Invisible creatures cannot be Spotted unless there are environmental clues, e.g. footprints in thick dust, wading through water, a driving rain, etc.. In such special cases, the invisible creature is still invisible, but you can Spot the square it is in. Circumstantial modifiers apply to this Spot check (rain dripping off invisible creature: -20, invisible creature wading through deep water: +20).

    A fascinated creature takes a –4 penalty on Spot checks made as reactions.

    If you have the Alertness feat, you get a +2 bonus on Spot checks.

    A ranger gains a bonus on Spot checks when using this skill against a favored enemy.

    An elf has a +2 racial bonus on Spot checks.

    A half-elf has a +1 racial bonus on Spot checks.

    The master of a hawk familiar gains a +3 bonus on Spot checks in daylight or other lighted areas.

    The master of an owl familiar gains a +3 bonus on Spot checks in shadowy or other darkened areas.
 
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What if I have poor hearing and sharp sight? What If I personify the shadows I walk with but am wering clucky armour and squeeky shoes?
 

Nail said:
Our game is futzing with this, and I appreciate your input. Have you used the Sneak skill for awhile? Any problems?

Whenever I consider a rule change I always ask, "what is the problem I'm trying to solve?" What is the benefit to having one skill instead of two that is worth the trouble of rewriting the skill and all the magic items, spells and special abilities that depend on the skill?


Aaron
 

Okay, Ferret's post I don't get at all...

Aaron2 said:
Whenever I consider a rule change I always ask, "what is the problem I'm trying to solve?"
Good point -- we do too.
Aaron2 said:
What is the benefit to having one skill instead of two that is worth the trouble of rewriting the skill....?
The benefits are many:
  • Less skills means PCs can spend skill points on other things. Rogues, especially, are loaded with necessary skills that are too "finely divided". Open Locks and Disable Devices are another example of this.
  • With the RAW, a rogue trying to sneak up on something has 2 opposed checks to make (Hide and Mv Sil.)...failing either one means the rogue is noticed.
  • Blindsense, Scent, Tremorsense, Blindsight are no longer "automatic rogue detectors". They increase the chances of Spotting or Sensing a rogue, but they don't negate one of his major class abilities......have you ever played a high level rogue? Read Wulf's Storyhour for some insight.
  • Put another way: Sneak is not useless at high level like Hide is.
  • Invisibilty is (IMHO) not handled right in the RAW wrt Spot.
  • The changes are "rules compliant"; that is, they don't require an extensive re-write of anything else, really.
 

Ferret said:
What if I have poor hearing and sharp sight?
Low Sense, High Spot.

What If I personify the shadows I walk with but am wering clucky armour and squeeky shoes?
High Sneak, but you're making a lot of noise, resulting in either circumstance penalties to Sneak, or circumstance bonuses to Sense.

My question is why do you even bother making the distinction between Spot and Sense? Sight is simply another sense just like the others. My thought is that perhaps it's because as humans sight is our most predominant sense, and it's easiest to just impose that dichotomy on the game for the sake of comprehension. That said, it seems odd to say that on the one hand you want to combine everything into one skill, but then make an exception for sight.

For example, if I want to play a deaf character with a high Sense, that can be explained away by being more attuned to smells, tastes, and feeling. Why not sight though?
 

I agree with Light Phoenix. If you do this, you might as well roll Spot, Listen, and the munchkin senses (blindsight, tremor sense, etc.) into one Perception skill. (The munchkin sense should give bonuses, certainly, but not the automatic successes they now do.) Sneak is lovely; Open Locks is easy enough to roll into Disable Device.

Then you could have a rogue that has both thief skills *and* social skills, without losing out on anything. Or having to be a human with an 18 intelligence.
 

Howdy Nail

Interesting, Very interesting . . . I will have to digest this over the weekend - but it definitely has potential. I especially like the idea thet the uber senses don't automatically negate the ability to Sneak. I really like that part, really. :D

One change I would make - and you already know what it is ;)

I'll post more Sunday or Monday after I have a chance to really hash it over in my head . . . Now time to print!
 

Less skills means PCs can spend skill points on other things. Rogues, especially, are loaded with necessary skills that are too "finely divided". Open Locks and Disable Devices are another example of this.

I've very rarely heard of rogues which are too "finely divided" and moaning about skill points. Rather than expecting to "have a rogue that has both thief skills *and* social skills", you have to pick an archetype. Cat burglar, charming conman, spy, scout, whatever- the fact remains that one has to diversify. Arguing that a thief should de facto be good at thief and social skills is liking arguing that the fighter needs more feats in order to be good at melee *and* archery.

With the RAW, a rogue trying to sneak up on something has 2 opposed checks to make (Hide and Mv Sil.)...failing either one means the rogue is noticed.

Invisibility, Silence? A rogue should maintain UMD at a respectable level, and wands of these are easy to come by by mid-to-high levels. Moreover, due to the divergent nature of class vs. cross-class skills and the rogue's principal stat being Dex, it is very rare for a mid-to-high level rogue not to succeed, especially once skill-boosting items are factored in. A well-equipped, well-built and stealth-focused rogue should have a +5-+10 advantage over those with Listen and Spot as class skills, and a +15-+20 advantage over those with them as cross-class. Against opponents with no ranks at all, beating both checks is almost a dead cert.

Moreover, Hide and Mv Silently interact differently with various spells and effects. Why not roll Silent and Still Spell into 'Stealthy Spell'? How about dealing with a character blind and/or deaf? Sneaking past a guard who has no line of sight (say, in an adjoining room)? All of these scenarios need the Hide/Mv Silently dichotomy.

Blindsense, Scent, Tremorsense, Blindsight are no longer "automatic rogue detectors". They increase the chances of Spotting or Sensing a rogue, but they don't negate one of his major class abilities......have you ever played a high level rogue?

Deploying special ability and whining that class abilities are negated is specious. Undead and constructs negate sneak attack, golems negate spells, DR potentially negate physical damage, SR potentially negates spells, etc. ad nauseam. Neither are all of these "automatic rogue detectors" insurmountable- Blindsense still allows sneak attack, Scent can be foiled with alchemical substances or low-level illusions, Tremorsense thwarted by Boots of Levitation and Blindsight conceivably defeated by...er...Move Silently (being another reason why the two oughtn't be amalgamated).

And yes, I'm running a high-level campaign. My NPC rogues, shadowdancers, monks, assassins- you name it- almost always manage to surprise the majority of the PCs, and my stealth-focused PCs can almost always depend on a surprise round. The anecdotal evidence of Wulf's story-hour is not definitive: many high-level opponents (high-level NPCs, undead, fiends) do not have "automatic rogue detectors", which are not automatic in any case (see above).

Put another way: Sneak is not useless at high level like Hide is.

Pure assertion. I've not found Hide to be useless at all. Could you care to elaborate?

Invisibilty is (IMHO) not handled right in the RAW wrt Spot

True, but the answer is to HR Invisibility. I use a +20 to Hide if moving and a +40 otherwise, and maintain the DC 20 Spot to see an invisible creature in combat. It's a clarification that might not map precisely onto the (needlessly complicated) RAW, but it works and is consistent with the spirit of the spell.

The changes are "rules compliant"; that is, they don't require an extensive re-write of anything else, really.

I'll grant you this. Whilst there are very minor mechanical quibbles (such as effectively giving stealth-focused classes +1 skill point), the two major changes are that I'd argue that under the new rules Stealth is a 'dead-cert' skill. Hide and Mv Silently are always decent skills, but Stealth is now the best single skill in the game. Wizards, sorcerors, finesse fighters, druids, barbarians and their uncles will want this skill. For just 1 skill pt per level, you too can have at least a decent chance of getting a surprise round; and getting one of the detection skills comes a close second in the hierarchy (since everyone has Sneak, everyone will want either Spot or Sense). Buying the whole suite of skills at 4 points/level was prohibitive, but at 2 points/level it's definitely a bargain- far better than Knowledge (history), Craft (alchemy), Jump, Knowledge (nature) or Climb (to think of what other exciting skills the above selection could buy).

The other major change is not mechanical. It's simply a one of making the game clunkier. There are a multitude of scenarios whereby a single Hide or Move Silently check is appropriate, but a generic Sneak not. I've outlined a few above, and I'm sure you have the imagination to conceive of others.

This is a far more significant change than it appeared, since it effectively halves the number of skill points needed to access stealth and detection, two of the most useful skills in the game. This disperses these skills into a much wider population, and makes take a stealth-based class for the higher skill caps extremely attractive. The finesse fighter who doesn't take a level of ranger or rogue under these rules is probably a fool. It sets a clunky precedent: combine Open Locks and Disable Device (even though the two are not only separate but even having different primary abilities), Spellcraft and Knowledge (arcana), Climb, Jump and Swim into "Athletics", Balance and Tumble into "Acrobatics", Bluff and Intimidate into "Con", Diplomacy and Gather Information into "Speechcraft", all the Perform skills (as per 3e), etc.

Given that no core problem exists, and that some will arise, I'd argue that this is a poor change in contrary to the spirit of 3.5e- which is, after all, about making things less clunky by e.g. subdividing Perform.
 

Al said:
Pure assertion. I've not found Hide to be useless at all. Could you care to elaborate?

He did -- Tremorsense, Blindsense, Scent.

A truely Epic Rogue should be able to tiptoe past an Earth Elemental.

-- N
 

PS: Nail -- you know my thoughts on this subject. Spot should be rolled into Sense. It's just another modality, and some critters lack its use (say, bats).

-- N
 

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