deleteme123456
Explorer
Anyone who's looked at the MM or KOTS knows Kobolds are really quite good at Stealth. About as good as your typical Rogue, plus or minus a few points depending on Kobold breed.
The Rogue uses Stealth followed by Deft Strike to leap out from around a corner or a bunch of trees, etc., and hurl a dagger or stab an enemy with CA because stealth doesn't break until then.
How are the Kobolds supposed to use Stealth to their advantage? Maybe they can gain a surprise round, although unless you really want to make separate checks for each of them, any PC group that is sane enough to approach carefully, looking for traps or enemies that might be hiding, is basically taking 20 on the perception check to spot the bad guys, at which point the Kobolds have little to no chance of staying hidden (in my Level group, the highest perception at Level 1 is 6, which is actually quite low and gives the Kobolds a slim chance if say, they roll 17 and have a stealth +10... if there was a +9 character, the kobolds would be more or less out of luck). And the rogue can do more than just get a surprise round with stealth.
One thing I've been wondering/contemplating is "what actions by an enemy of a creature break that creature's stealth?" Clearly, a minor action perception check can, and per errata trying to enter the hidden creature's square does.
What about having unbroken line of sight to the enemy? The enemy was hiding around the corner, you think you heard something coming from that direction, and you walk to where you can see around the corner? You didn't move, so you might still be in the shadows... I realize this is a stretch, but otherwise how do you get into a situation, short of an invisible creature, where you're adjacent to an enemy, could spend one square of movement to enter his square, and still can't see him?
Readied actions are one possibility, but in the interest of keeping the game moving, I never use more than 2 "initiative groups" of monsters. If a monster readies an action, he's going to break out of his group and form a 3rd, or he'll wind up losing a lot of extra priority as he lets the PCs between his new spot and the next group take their turns. I might be able to get my PCs to agree to "he rejoins the nearest group in either direction, breaking ties in favor of the later group" but that's still suboptimal.
Any other ideas?
The Rogue uses Stealth followed by Deft Strike to leap out from around a corner or a bunch of trees, etc., and hurl a dagger or stab an enemy with CA because stealth doesn't break until then.
How are the Kobolds supposed to use Stealth to their advantage? Maybe they can gain a surprise round, although unless you really want to make separate checks for each of them, any PC group that is sane enough to approach carefully, looking for traps or enemies that might be hiding, is basically taking 20 on the perception check to spot the bad guys, at which point the Kobolds have little to no chance of staying hidden (in my Level group, the highest perception at Level 1 is 6, which is actually quite low and gives the Kobolds a slim chance if say, they roll 17 and have a stealth +10... if there was a +9 character, the kobolds would be more or less out of luck). And the rogue can do more than just get a surprise round with stealth.
One thing I've been wondering/contemplating is "what actions by an enemy of a creature break that creature's stealth?" Clearly, a minor action perception check can, and per errata trying to enter the hidden creature's square does.
What about having unbroken line of sight to the enemy? The enemy was hiding around the corner, you think you heard something coming from that direction, and you walk to where you can see around the corner? You didn't move, so you might still be in the shadows... I realize this is a stretch, but otherwise how do you get into a situation, short of an invisible creature, where you're adjacent to an enemy, could spend one square of movement to enter his square, and still can't see him?
Readied actions are one possibility, but in the interest of keeping the game moving, I never use more than 2 "initiative groups" of monsters. If a monster readies an action, he's going to break out of his group and form a 3rd, or he'll wind up losing a lot of extra priority as he lets the PCs between his new spot and the next group take their turns. I might be able to get my PCs to agree to "he rejoins the nearest group in either direction, breaking ties in favor of the later group" but that's still suboptimal.
Any other ideas?