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New errata posted, stealth changes official
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<blockquote data-quote="MyISPHatesENWorld" data-source="post: 4426006" data-attributes="member: 65684"><p>This highlights the big difference between being able to make a check via Fleeting Ghost which allows Cover and/or Concealment and needing Superior Cover and/or Total Concealment. The DM has to do a lot more work to set up a map that provides Superior Cover and/or Total Concealment with patches of concealment between them, or things that provide Total Concealment and/or Superior cover to multiple areas on the battlefield located closely enough that you can move between them. Cover and Concealment however are easy to put into a map in patches, an entire area of lightly forested terrain or a shadowy area on the map. Things can come and hunt for you, but they won't have the ability to just, say come around the corner or look behind the tipped-over table and see you because your entire source of Superior Cover/Total Concealment was an object that provided protection from line of sight. So in a patch of cover or concealment, you'll be attackable, but hard to hit; as opposed to being behind a corner, and pretty much impossible to hit, unless the creature can move up to you. And like you said, all maps won't have appropriate Cover/Concealment and there will be times you can't do it, but they'll be nowhere near as rare as maps with appropriate Superior Cover/Total Concealment.</p><p></p><p></p><p></p><p></p><p>Note that's dart in and retreat to safety, which coincides exactly with what I described, as opposed getting into a flanking position and staying there and hitting over and over while things attack you. You don't hide to try to flank, you hide to gain combat advantage and/or avoid being attacked. You flank when it is tactically sound to do so, not all the time, sucking up damage.</p><p></p><p>That's not to say that there won't be times that you do latch onto something and pound away at it, or even times when you try to take a little damage off another character, but you shouldn't be limited to that and shuffling back and froth from behind a corner deft striking over and over. There will even be times when you can't hide or flank or get off an appropriate power, and are reduced to plinking for a round or two until the situation improves.</p><p></p><p></p><p></p><p>I don't have an issue with flanking, I have an issue with rogues being reduced to doing nothing but flanking or deft striking back and forth from behind a corner. But, I do think we are headed somewhat in the same direction.</p><p></p><p></p><p></p><p>In both the old and revised rules you made a Stealth Check to hide, and took a -5 penalty to if you moved more than 2 squares (you also need to make a check to remain hidden if you move more than 2 squares after you're already hidden in the new rules, as you said). The big change was requiring Total Concealment/Superior Cover rather than Concealment/Cover to hide using the Stealth skill alone (without a power or other skill granting you the ability to hide).</p><p></p><p></p><p></p><p>Not precisely. To hide, you need to end your move in a square that provides Total Concealment or Superior Cover from the enemies you're hiding from, so you could move in the open, then hide. If you are already hidden, you could move to a square of cover or concealment, if you had a series of squares providing Cover and/or Concealment along your path. A literal reading of Fleeting Ghost allows making a check as part of using the power. As a practical matter, because of the new rules on remaining hidden, you can only gain the benefit of making that a check via Fleeting Ghost if you do so in a square that provides some measure of Cover and Concealment. Even with Fleeting Ghost allowing you to make a check, without Shadow Stride, you would need to be already hidden, and have cover and concealment along your path to avoid being seen prior to the end of your move.</p><p></p><p></p><p></p><p>Chameleon is an Immediate Interrupt. You can't take an Immediate action on your turn. Chameleon would come into play in situations like you are hidden behind a corner or upended table or something and something moves and gains line of sight. </p><p></p><p></p><p></p><p></p><p>Shadow Stride allows you to remain hidden while moving across areas in which you would normally not remain hidden on your turn. This is a significant benefit on its own, as you can hide, then next round (or in the same round if you double move), end up a good distance away from your last known location without anything having any idea where you are.</p><p></p><p>The stealth-related powers chain together, they don't replace each other. Utilities are useful throughout the length of the game. All of the stealth-related powers (including those not previously mentioned, Hide in Plain Sight and Hide from the Light) except Fleeting Ghost require you already be hidden to use. If Fleeting Ghost doesn't provide an easier entry point to being hidden (Cover/Concealment) than the really hard to get in a useful, non-cheesy way Total Concealment/Superior Cover (Let's walk around with a blanket tied to a 10' pole held in front of the Rogue!), the stealth-related powers aren't worth bothering with.</p><p></p><p>The literal interpretation of Fleeting Ghost lets Rogues play like Rogues and makes the Stealth-related powers worthwhile.</p><p></p><p>Note that I'm not happy with just that. My original post expressed my disappointment that they didn't do further Updates/FAQ on Fleeting Ghost, but really, I think Updates should have been done on all the classes and powers relating to Stealth. The literal reading of Fleeting Ghost for example, allows a Warlock to hide all the time via Fell Step by multiclassing into Rogue and taking the power (at a cost of 3 feats). And really, Stealth is so entertwined into the Rogue class, that an easier entry point to becoming hidden should be via a new class ability posessed by all Rogues (as a class ability, it also prevents issues with multiclassing), something like:</p><p></p><p>Creepy Crawler: Rogues are exceptionally stealthy. A Rogue may treat areas granting cover as granting total cover and areas granting concealment as granting total concealment to meet the requirements to make a Stealth check. A Rogue may not use another creature to hide or remain hidden.</p></blockquote><p></p>
[QUOTE="MyISPHatesENWorld, post: 4426006, member: 65684"] This highlights the big difference between being able to make a check via Fleeting Ghost which allows Cover and/or Concealment and needing Superior Cover and/or Total Concealment. The DM has to do a lot more work to set up a map that provides Superior Cover and/or Total Concealment with patches of concealment between them, or things that provide Total Concealment and/or Superior cover to multiple areas on the battlefield located closely enough that you can move between them. Cover and Concealment however are easy to put into a map in patches, an entire area of lightly forested terrain or a shadowy area on the map. Things can come and hunt for you, but they won't have the ability to just, say come around the corner or look behind the tipped-over table and see you because your entire source of Superior Cover/Total Concealment was an object that provided protection from line of sight. So in a patch of cover or concealment, you'll be attackable, but hard to hit; as opposed to being behind a corner, and pretty much impossible to hit, unless the creature can move up to you. And like you said, all maps won't have appropriate Cover/Concealment and there will be times you can't do it, but they'll be nowhere near as rare as maps with appropriate Superior Cover/Total Concealment. Note that's dart in and retreat to safety, which coincides exactly with what I described, as opposed getting into a flanking position and staying there and hitting over and over while things attack you. You don't hide to try to flank, you hide to gain combat advantage and/or avoid being attacked. You flank when it is tactically sound to do so, not all the time, sucking up damage. That's not to say that there won't be times that you do latch onto something and pound away at it, or even times when you try to take a little damage off another character, but you shouldn't be limited to that and shuffling back and froth from behind a corner deft striking over and over. There will even be times when you can't hide or flank or get off an appropriate power, and are reduced to plinking for a round or two until the situation improves. I don't have an issue with flanking, I have an issue with rogues being reduced to doing nothing but flanking or deft striking back and forth from behind a corner. But, I do think we are headed somewhat in the same direction. In both the old and revised rules you made a Stealth Check to hide, and took a -5 penalty to if you moved more than 2 squares (you also need to make a check to remain hidden if you move more than 2 squares after you're already hidden in the new rules, as you said). The big change was requiring Total Concealment/Superior Cover rather than Concealment/Cover to hide using the Stealth skill alone (without a power or other skill granting you the ability to hide). Not precisely. To hide, you need to end your move in a square that provides Total Concealment or Superior Cover from the enemies you're hiding from, so you could move in the open, then hide. If you are already hidden, you could move to a square of cover or concealment, if you had a series of squares providing Cover and/or Concealment along your path. A literal reading of Fleeting Ghost allows making a check as part of using the power. As a practical matter, because of the new rules on remaining hidden, you can only gain the benefit of making that a check via Fleeting Ghost if you do so in a square that provides some measure of Cover and Concealment. Even with Fleeting Ghost allowing you to make a check, without Shadow Stride, you would need to be already hidden, and have cover and concealment along your path to avoid being seen prior to the end of your move. Chameleon is an Immediate Interrupt. You can't take an Immediate action on your turn. Chameleon would come into play in situations like you are hidden behind a corner or upended table or something and something moves and gains line of sight. Shadow Stride allows you to remain hidden while moving across areas in which you would normally not remain hidden on your turn. This is a significant benefit on its own, as you can hide, then next round (or in the same round if you double move), end up a good distance away from your last known location without anything having any idea where you are. The stealth-related powers chain together, they don't replace each other. Utilities are useful throughout the length of the game. All of the stealth-related powers (including those not previously mentioned, Hide in Plain Sight and Hide from the Light) except Fleeting Ghost require you already be hidden to use. If Fleeting Ghost doesn't provide an easier entry point to being hidden (Cover/Concealment) than the really hard to get in a useful, non-cheesy way Total Concealment/Superior Cover (Let's walk around with a blanket tied to a 10' pole held in front of the Rogue!), the stealth-related powers aren't worth bothering with. The literal interpretation of Fleeting Ghost lets Rogues play like Rogues and makes the Stealth-related powers worthwhile. Note that I'm not happy with just that. My original post expressed my disappointment that they didn't do further Updates/FAQ on Fleeting Ghost, but really, I think Updates should have been done on all the classes and powers relating to Stealth. The literal reading of Fleeting Ghost for example, allows a Warlock to hide all the time via Fell Step by multiclassing into Rogue and taking the power (at a cost of 3 feats). And really, Stealth is so entertwined into the Rogue class, that an easier entry point to becoming hidden should be via a new class ability posessed by all Rogues (as a class ability, it also prevents issues with multiclassing), something like: Creepy Crawler: Rogues are exceptionally stealthy. A Rogue may treat areas granting cover as granting total cover and areas granting concealment as granting total concealment to meet the requirements to make a Stealth check. A Rogue may not use another creature to hide or remain hidden. [/QUOTE]
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