Thanks. I hadn't seen it.
The point is that they do have half-a-page of modifiers and yes/no situations - the rules for halfings and elves (who are clearly meant to get a racial benefit with Stealth but it is not expressed in terms of auto-proficiency or auto-advantage), and the rules where degrees of obscurement impose penalties to certain Perception checks.If they had a page and a half of modifiers, of yes/no situations where stealth was used and what the base DC's were, etc.... then my game (and I'd bet that most others) would be halting FAR more often then once, that's for dang sure!
And what if he comes back with "Our design intent when we wrote the Stealth rules was to leave it up to individual DM's to decide how easy or hard, how specific or broad, being able to Hide and/or otherwise 'Stealth around' in their own games. There are a million and one different factors that would go into a complete break down of how/when/where someone could use Stealth; we didn't want to do that, so we left it open to interpretation by individual DM's".
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." 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.
But the thing they should move away from is obscure rules to grant the DM more latitude.
I believe obscure rules make it harder for everyone at the table.
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.