Thanks. I hadn't seen it.
It's on the ENWorld main page as the accompanying image to this article. I saw an immediate resemblance.Where did that picture come from? I don't see it when I look at the article.
If the rules are going to leave a certain decision up to the DM, then they should be up front about it: "This is up to the DM to decide." Otherwise, they should be clear and straightforward.
I pretty-much agree with this, and completely agree as far as Stealth is concerned.The Stealth rules have certain areas that are explicitly left to DM judgement, like deciding when a creature is "distracted" and you can sneak up behind it.
This is a perfectly good solution to a thorny problem, and I have no objection to it. What I have a problem with is the rest of the Stealth rules, which are written in a way that suggests they are meant to be taken as rules, but it's not clear what the rules are.
And that would have been a perfectly good rule: Burning Wheel's Stealth rules work like this, and I've had no trouble with it. But as you note they wanted it to be more mechanically complex than this (eg racial benefits that are parallel to, not the same as, proficiency and Advantage).Why did they not simply say, "Your DM decides when you can use Stealth and how it interacts with Perception," and leave it at that?
I suspect that is true for many experienced referees.I can't imagine anything my players could come up with that I couldn't come up with a ruling for.
I have no idea what your problem is then. If you are referring to the sidebar on pg 177, it's perfectly clear to me and everyone I've spoken to. It gives you the general requirements for Hiding (not visible and quiet). It explains Passive Perception, which is the minimum DC you must get to Hide from a creature. It directs you to Vision and Light in Chapter 8 for what you can see. Pretty much the only thing it doesn't say is if searching is an Action, which is covered under Combat. What more do you need?Citation please. To the best of my knowledge, they have said no such thing. They have said that there are certain areas in the Stealth rules which are intentionally left to DM judgement. And it's true: The Stealth rules have certain areas that are explicitly left to DM judgement, like deciding when a creature is "distracted" and you can sneak up behind it.
This is a perfectly good solution to a thorny problem, and I have no objection to it. What I have a problem with is the rest of the Stealth rules, which are written in a way that suggests they are meant to be taken as rules, but it's not clear what the rules are.
I mean, come on. If there was no intent in that sidebar, why the heck is it there at all? It took somebody a fair bit of time to write. It takes up a good chunk of a page in the PHB, where space was at a premium by all accounts. Why did they not simply say, "Your DM decides when you can use Stealth and how it interacts with Perception," and leave it at that? If that whole sidebar is just blather and we're supposed to make something up, then they were deliberately confusing their customers, because... what?
I am fairly certain they did in fact have an intended rule there. They just didn't explain it clearly. Which, okay, I get it, they had a lot to do and not a lot of people to do it with, and that section just slipped past. No biggie; they can just tell us how they meant for it to work, and clarify it in the next printing of the PHB.
Let me give an example I just saw today on ENWorld. There was discussion about plate mail as unintended treasure from a Hobgoblin leader being too generous for that level and that table. Reasonable. Several people suggested having costs to have it refitted for human - hey, that offsets it's value partially and brings it more in line with the intended amount of treasure. Sure, I can see that if the Dm is worried. One suggestion was since they were recommending 250 gold to refit, that it should also take 250 days. The RAW and even RAI could easily suggest 1gp per day for crafting, but RAF would say that having to wait 250 days to get the reward isn't sensical since the PC would have leveled far past that point in most campaigns.
That's one place I could see RAF as being useful - the times when it contradicts RAW and RAI, and does so to make a better time for the people at the table.
If he comes back with that answer, then I and a lot of other folks will be rightly annoyed. The designers are being paid out of our pockets--all that money we spend on rulebooks--and we don't pay them to play Zen master. We pay them because they have the time and the expertise to design a better system than we could build for ourselves.
If the rules are going to leave a certain decision up to the DM, then they should be up front about it: "This is up to the DM to decide."
Dausuul said:Otherwise, they should be clear and straightforward. As the stealth rules exist right now, it's quite easy for a player to read them and conclude one thing, while the DM concludes something else, and neither of us knows that the other one has different ideas (because we don't spend a month going over the entire rulebook together line by line). Then someone tries to use Stealth at the table, and the session crashes to a halt. As DM, I make a ruling on the fly, and explain it so my players understand how it works, and then I have to come back after the session and review the ruling to be sure it's how I want things to work in future, and explain that to my players, and it's a waste of all of our time.
I am perfectly prepared to adjust the rules if they don't serve the needs of my table. But I want to know what the rules are, so I know if I have to inform my players that they're being adjusted.
RAI is hand and hand with RAW and been around just as long, RAF I have never seen before and hope to not see again, it makes no sense. The intent behind the rules should be fun to begin with. Intent is hard enough to figure out unless it is something like Sage Advice where the designers are answering the questions, Fun is so subjective from person to person and group to group as be something no one could answer to the satisfaction of most people.
And here we need a 4th acronym: RACS, for Rules As Common Sense; and RACS here would suggest the wall blocks some of the sound and all of the vision, and destroying the wall lets all the sound through and gives obscured vision.I've had posters tell me that while the Elf is behind the wall no disadvantage is suffered (because the detection involves hearing, not sight, and only sighted Perception suffers disadvantage in fog), but if the wall is disintegrated then there is disadvantage to notice the Elf (because the detection is now visual, through a fog). That strikes me as pretty bizarre - how does destroying a barrier between me and the elf make the elf harder to spot? - but maybe that is what the designers had in mind!
See, here again: use RACS. Regardless of what the RAW says, an assassin surprising an opponent should either get a free shot before initiative is rolled at all or automatically win init. in the first round - or get advantage on the init. roll and the victim gets disadvantage?Athinar said:my problem is Surprise and Initiative, Assassin surprises creature but lost the initiative so the assassin then lost the Sneak Attack, advantage and critical
And here we need a 4th acronym: RACS, for Rules As Common Sense; and RACS here would suggest the wall blocks some of the sound and all of the vision, and destroying the wall lets all the sound through and gives obscured vision.
See, here again: use RACS. Regardless of what the RAW says, an assassin surprising an opponent should either get a free shot before initiative is rolled at all or automatically win init. in the first round - or get advantage on the init. roll and the victim gets disadvantage?
RACS in general is completely up to the DM, but there's places where the designers could throw 'em in too.
Lanefan
my problem is Surprise and Initiative, Assassin surprises creature but lost the initiative so the assassin then lost the Sneak Attack, advantage and critical