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I for one hope we don't get "clarification" on many things.
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<blockquote data-quote="Bryk" data-source="post: 6370261" data-attributes="member: 6776803"><p>I personally find the rules for stealth to be the exact level of precise. You need some level of obscurity, low level for skulkers/wood elves, a medium person for lightfoot halflings, and heavy obscurity for the rest.</p><p></p><p>Wood Elf :</p><p>"</p><p>Mask o f the Wild. You can attempt to hide even when</p><p>you are only lightly obscured by foliage, heavy rain,</p><p>falling snow, mist, and other natural phenomena. </p><p>" - I'm guessing this DOES NOT include low light alone. but behind a tree would be sufficient.</p><p></p><p>In terms of what Mike refers to, giving disadvantage, I personally only feel that applies when there is only low level. If the creature/target saw you when you fired, then yes, they are going to know if you pop behind the same tree, you aren't hidden. However, if you pop behind a different tree/object... maybe. Giving a DM rule to control this makes perfect sense.</p><p></p><p>If a creature keeps hitting you when they are in darkness(heavy obscurity) with darkvision, and you are 100 feet away with a torch and can't see them. They should always have advantage with a successful hide. Heck as a DM I would always give them advantage due to not being seen on obscurity alone (no check needed).</p><p></p><p>The fuzziness I feel really isn't there, between dim light causing low level of obscurity.</p><p></p><p>"</p><p>Unseen Attackers and Targets</p><p>Combatants often try to escape their foes’ notice</p><p>by hiding, casting the invisibility spell, or lurking</p><p>in darkness.</p><p></p><p></p><p>When you attack a target that you can’t see, you have</p><p>disadvantage on the attack roll. This is true whether</p><p>you’re guessing the target’s location or you’re targeting</p><p>a creature you can hear but not see. If the target isn’t in</p><p>the location you targeted, you automatically miss, but</p><p>the DM typically just says that the attack missed, not</p><p>whether you guessed the target’s location correctly.</p><p>When a creature can’t see you, you have advantage on</p><p>attack rolls against it.</p><p></p><p></p><p>If you are hidden—both unseen and unheard—when</p><p>you make an attack, you give away your location when</p><p>the attack hits or misses.</p><p>"</p><p></p><p>"</p><p>The most fundamental tasks of adventuring—noticing</p><p>danger, finding hidden objects, hitting an enemy in</p><p>combat, and targeting a spell, to name just a few—</p><p>rely heavily on a character’s ability to see. Darkness</p><p>and other effects that obscure vision can prove a</p><p>significant hindrance.</p><p></p><p></p><p>A given area might be lightly or heavily obscured. In</p><p>a lightly obscured area, such as dim light, patchy fog,</p><p>or moderate foliage, creatures have disadvantage on</p><p>Wisdom (Perception) checks that rely on sight.</p><p>A heavily obscured area—such as darkness, opaque</p><p>fog, or dense foliage—blocks vision entirely. A creature</p><p>in a heavily obscured area effectively suffers from the</p><p>blinded condition (see appendix A).</p><p></p><p></p><p>The presence or absence of light in an environment</p><p>creates three categories of illumination: bright light, dim</p><p>light, and darkness.</p><p></p><p></p><p>Bright light lets most creatures see normally. Even</p><p>gloomy days provide bright light, as do torches, lanterns,</p><p>fires, and other sources of illumination within a</p><p>specific radius.</p><p></p><p></p><p>Dim light, also called shadows, creates a lightly</p><p>obscured area. An area of dim light is usually a</p><p>boundary between a source of bright light, such as</p><p>a torch, and surrounding darkness. The soft light</p><p>of twilight and dawn also counts as dim light. A</p><p>particularly brilliant full moon might bathe the land</p><p>in dim light.</p><p></p><p></p><p>Darkness creates a heavily obscured area. Characters</p><p>face darkness outdoors at night (even most moonlit</p><p>nights), within the confines of an unlit dungeon or a</p><p>subterranean vault, or in an area of magical darkness.</p><p>"</p><p></p><p></p><p></p><p>"</p><p>Hiding</p><p>When you try to hide, make a Dexterity (Stealth) check. Until</p><p>you are discovered or you stop hiding, that check’s total is</p><p>contested by the Wisdom (Perception) check of any creature</p><p>that actively searches for signs of your presence.</p><p></p><p></p><p>You can’t hide from a creature that can see you, and if you</p><p>make noise (such as shouting a warning or knocking over a</p><p>vase), you give away your position. An invisible creature can’t</p><p>be seen, so it can always try to hide. Signs of its passage</p><p>might still be noticed, however, and it still has to stay quiet.</p><p></p><p></p><p>In combat, most creatures stay alert for signs of danger</p><p>all around, so if you come out of hiding and approach</p><p>a creature, it usually sees you. However, under certain</p><p>circumstances, the Dungeon Master might allow you to stay</p><p>hidden as you approach a creature that is distracted, allowing</p><p>you to gain advantage on an attack before you are seen.</p><p>Passive Perception. When you hide, there’s a chance</p><p>someone will notice you even if they aren’t searching. To</p><p>determine whether such a creature notices you, the DM</p><p>compares your Dexterity (Stealth) check with that creature’s</p><p>passive Wisdom (Perception) score, which equals 10 + the</p><p>creature’s Wisdom modifier, as well as any other bonuses</p><p>or penalties. If the creature has advantage, add 5. For</p><p>disadvantage, subtract 5.</p><p></p><p></p><p>For example, if a 1st-level character (with a proficiency</p><p>bonus of +2) has a Wisdom of 15 (a +2 modifier) and</p><p>proficiency in Perception, he or she has a passive Wisdom</p><p>(Perception) of 14.</p><p></p><p></p><p>What Can You See? One of the main factors in determining</p><p>whether you can find a hidden creature or object is how well</p><p>you can see in an area, which might be lightly or heavily</p><p>obscured, as explained in chapter 8</p><p>"</p><p></p><p>All from Player Basic Rules.</p></blockquote><p></p>
[QUOTE="Bryk, post: 6370261, member: 6776803"] I personally find the rules for stealth to be the exact level of precise. You need some level of obscurity, low level for skulkers/wood elves, a medium person for lightfoot halflings, and heavy obscurity for the rest. Wood Elf : " Mask o f the Wild. You can attempt to hide even when you are only lightly obscured by foliage, heavy rain, falling snow, mist, and other natural phenomena. " - I'm guessing this DOES NOT include low light alone. but behind a tree would be sufficient. In terms of what Mike refers to, giving disadvantage, I personally only feel that applies when there is only low level. If the creature/target saw you when you fired, then yes, they are going to know if you pop behind the same tree, you aren't hidden. However, if you pop behind a different tree/object... maybe. Giving a DM rule to control this makes perfect sense. If a creature keeps hitting you when they are in darkness(heavy obscurity) with darkvision, and you are 100 feet away with a torch and can't see them. They should always have advantage with a successful hide. Heck as a DM I would always give them advantage due to not being seen on obscurity alone (no check needed). The fuzziness I feel really isn't there, between dim light causing low level of obscurity. " Unseen Attackers and Targets Combatants often try to escape their foes’ notice by hiding, casting the invisibility spell, or lurking in darkness. When you attack a target that you can’t see, you have disadvantage on the attack roll. This is true whether you’re guessing the target’s location or you’re targeting a creature you can hear but not see. If the target isn’t in the location you targeted, you automatically miss, but the DM typically just says that the attack missed, not whether you guessed the target’s location correctly. When a creature can’t see you, you have advantage on attack rolls against it. If you are hidden—both unseen and unheard—when you make an attack, you give away your location when the attack hits or misses. " " The most fundamental tasks of adventuring—noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few— rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition (see appendix A). The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light. Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness. " " Hiding When you try to hide, make a Dexterity (Stealth) check. Until you are discovered or you stop hiding, that check’s total is contested by the Wisdom (Perception) check of any creature that actively searches for signs of your presence. You can’t hide from a creature that can see you, and if you make noise (such as shouting a warning or knocking over a vase), you give away your position. An invisible creature can’t be seen, so it can always try to hide. Signs of its passage might still be noticed, however, and it still has to stay quiet. In combat, most creatures stay alert for signs of danger all around, so if you come out of hiding and approach a creature, it usually sees you. However, under certain circumstances, the Dungeon Master might allow you to stay hidden as you approach a creature that is distracted, allowing you to gain advantage on an attack before you are seen. Passive Perception. When you hide, there’s a chance someone will notice you even if they aren’t searching. To determine whether such a creature notices you, the DM compares your Dexterity (Stealth) check with that creature’s passive Wisdom (Perception) score, which equals 10 + the creature’s Wisdom modifier, as well as any other bonuses or penalties. If the creature has advantage, add 5. For disadvantage, subtract 5. For example, if a 1st-level character (with a proficiency bonus of +2) has a Wisdom of 15 (a +2 modifier) and proficiency in Perception, he or she has a passive Wisdom (Perception) of 14. What Can You See? One of the main factors in determining whether you can find a hidden creature or object is how well you can see in an area, which might be lightly or heavily obscured, as explained in chapter 8 " All from Player Basic Rules. [/QUOTE]
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