D&D (2024) New stealth rules.

Yes, it could have been written better. However, I cannot possibly believe that someone new to DnD sitting down at the table for the first time, isn't going to think there is a difference between hiding behind a couch, then stepping out, and casting the Invisibility spell. Those two actions are clearly so fundamentally different in the fiction, that despite them giving the same condition, no one will ever reasonably come to the conclusion that is being expressed here. None of these questions of "what if..." that have been asked here, will be asked.

The sad truth is, newer players will approach this as the rules were intended, because they are not yet at the stage where they analyze rules to apply absurd RAW to the situation. They will follow RAI.


I think that's easy to say for someone experienced with the game.

It also assumes that D&D often follows what would be intuitive.

Questions I've had from new players have ranged from "why can't I target the giant eye of the [Beholder]" to "there aren't any rules that my deity can take away my powers, so why is cutting the hamstrings of these children and using them as a distraction so we can get away something I wouldn't do?"

The second one was at an Adventurer’s League event.
 

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Having now seen significantly more of the PHB and all of the rules covering stealth, hiding, vision, etc., I have some thoughts.

First of all, it really is the Player's Handbook, huh? The actual rules are pretty sparse, and there's almost zero guidance for a DM running the game! A lot of stuff - not just the stealth rules - is handwaved with "the DM decides when you can do this" or similar. That's no bad thing, but it does read more like the rules you get in the starter sets than the definitive rulebook of the game. The idea is that the DMG will cover the other side of things, I suppose, but that's a slight departure from how things have worked in the past, where the DMG was kind of optional. In other words, we're working with half the information here.

I was surprised, also, to find there was a sidebar on vision and being unseen, with the same rather vague rules about advantage or disadvantage, and targetting a space rather than a creature or object. It's very brief, and my assumption that the Invisibility condition was an attempt to codify the "common sense" approach that the 2014 rules went with (less than successfully) appears to have been incorrect. We're still relying on the natural language of "seen" and "unseen", which means that the "unless they can somehow see you" line means precisely what it seems to: you're just meant to apply common sense to adjudicate whether a creature is invisible Invisible, or just not currently visible Invisible. Which is perfectly workable, as everyone was saying back on page 1, but does seem to slightly defeat the purpose of having the Invisible condition, or at least letting it be gained from the Hide action.

What I believe the purpose of the condition is, is to remove the slightly finnicky interaction between Hiding - or making a Dexterity (Stealth) check - and being made invisible from a spell. It was always a grey area, with most people interpreting the rules to be that being magically invisible essentially made it so you could always Hide, but you still needed to take the action, or at least make a check to move stealthily or something, or you could be detected by the sounds you made, etc. This is somewhat counterintuitive, and with Hiding basically just granting the same condition the spell does (albeit in a way that is easier to lose), it removes the need for an Invisible creature to also take the Hide action. Also, Invisible subsumes Surprise entirely, so the assumption seems to be that, when an ambush is being laid, one side will all take the Hide action and therefore be Invisible, thus gaining advantage on Initiative.

Now, what I'm hoping we see in the DMG is some more concrete guidance on how and when to apply these rules. Stuff like how Hide works in the context of the exploration rules, where it's basically glossed over in the PHB (this is pretty important, because Surprise and ambushing as a concept hinges on this!). It's probably too much to ask, but it would be good if there was some discussion on different ways to adjudicate stealth - like whether someone keeps Invisible if they sneak out and slit a guard's throat, for example, with recommendations of when you might want to do it like that (no one else around, sneaking into a secure area), and when you might go by a stricter interpretation where breaking cover = losing Invisible (the middle of a chaotic battlefield).

Tl;dr: The PHB is vague as heck, actually, leaving most things up to DM interpretation. Fingers crossed for more guidance in the DMG. We have wasted over 100 pages arguing over rules we only have half of.
 


Has a single person in this 123-page thread actually written up what their preferred Stealth rules are, or is this thread only to repeat again and again that the current rules are mid?
not sure about preferred, but certainly multiple ways other editions used or how to address it for this one

It mostly boils down to Hide specifying that you lose the condition once you leave cover, either right away or when you are not in cover again at the end of your turn, depending on how generous you feel
 

not sure about preferred, but certainly multiple ways other editions used or how to address it for this one

It mostly boils down to Hide specifying that you lose the condition once you leave cover, either right away or if you are not in cover again at the end of your turn, depending on how generous you feel
I don't want multiple editions, I want to see what people are going to do to solve the problem. I think discussion for 123 pages and the only solutions provided are just looking at old editions and not trying to make something work for 5E is weird. And if your second paragraph is the adequate solution we agree on, why are there 123 pages of people tearing apart the rules if the issue is only this small?
 

I don't want multiple editions, I want to see what people are going to do to solve the problem. I think discussion for 123 pages and the only solutions provided are just looking at old editions and not trying to make something work for 5E is weird. And if your second paragraph is the adequate solution we agree on, why are there 123 pages of people tearing apart the rules if the issue is only this small?
It's not really a thread about coming up with the best stealth rules - it's a thread to discuss the ones that the forthcoming edition of D&D has, and how to interpret them. Some people consider them a total mess, others think they're merely ambiguous, and some think they work fine. In amongst these arguments, of course, are implied improvements or refinements to what we currently have.

But, given that 123 pages haven't resulted in any kind of consensus about the rules that already exist, I doubt anyone could come up with another set that would please everyone.
 



It's not really a thread about coming up with the best stealth rules - it's a thread to discuss the ones that the forthcoming edition of D&D has, and how to interpret them. Some people consider them a total mess, others think they're merely ambiguous, and some think they work fine. In amongst these arguments, of course, are implied improvements or refinements to what we currently have.

But, given that 123 pages haven't resulted in any kind of consensus about the rules that already exist, I doubt anyone could come up with another set that would please everyone.
Is stealth the 2020's psionics?
 


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