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New stealth rules.
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<blockquote data-quote="Argyle King" data-source="post: 9424307" data-attributes="member: 58416"><p>A lot of things in D&D don't exist in real life. That doesn't mean you cannot use what we do know and extrapolate information. </p><p></p><p>However, even with that, there are times that D&D specifies that things work in-game differently than they would in real life. Other examples include (but are not limited to) that I believe magical fire should still generally function like fire once conjured into existence; D&D rules don't always agree with that. </p><p></p><p>The Mirror-Sphere example is from actual play. You force the opponent to hit itself with an attack. If the attack has an additional effect, such as swallowing a target, that also applies.</p><p></p><p>There are other examples of odd interactions like that from D&D (and especially editions which placed more importance on defined conditions and keywords*).</p><p></p><p>*Which isn't necessarily a bad way to approach creating a set of rules, but it requires putting more thought into how the rulings interact with each other than what the stealth rules we are currently discussing appear to have been given. </p><p></p><p>As for my comment about interpreting it, that is based upon looking at the set of rules currently given as a whole entity. </p><p></p><p>As it stands, hiding grants the Invisible condition. </p><p></p><p>The Invisible condition is coded into the game with sub-conditions attached to how the condition is gained and sub-conditions attached to how the condition is lost.</p><p></p><p>Inside how the game works, if you rule that guards can see Invisible things, that changes how in-game invisibility is defined. It also changes how vision works in-game.</p><p></p><p>The intent isn't clear due to previous rulings that go against what may make sense enough to figure out in 30 seconds. So, without the option of spending some piety points for glitter and increased visibility, what we're left with is parsing out how the game is coded. </p><p></p><p>Do I think the interpretations in this thread defy what makes sense? Yes, and I have said that multiple times. However, what may make sense to me is not always how the game is written. </p><p></p><p>It could be easily fixed by adding a "hidden" condition. Maybe the DMG will do that; maybe there will be errata; maybe 6th Edition.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 9424307, member: 58416"] A lot of things in D&D don't exist in real life. That doesn't mean you cannot use what we do know and extrapolate information. However, even with that, there are times that D&D specifies that things work in-game differently than they would in real life. Other examples include (but are not limited to) that I believe magical fire should still generally function like fire once conjured into existence; D&D rules don't always agree with that. The Mirror-Sphere example is from actual play. You force the opponent to hit itself with an attack. If the attack has an additional effect, such as swallowing a target, that also applies. There are other examples of odd interactions like that from D&D (and especially editions which placed more importance on defined conditions and keywords*). *Which isn't necessarily a bad way to approach creating a set of rules, but it requires putting more thought into how the rulings interact with each other than what the stealth rules we are currently discussing appear to have been given. As for my comment about interpreting it, that is based upon looking at the set of rules currently given as a whole entity. As it stands, hiding grants the Invisible condition. The Invisible condition is coded into the game with sub-conditions attached to how the condition is gained and sub-conditions attached to how the condition is lost. Inside how the game works, if you rule that guards can see Invisible things, that changes how in-game invisibility is defined. It also changes how vision works in-game. The intent isn't clear due to previous rulings that go against what may make sense enough to figure out in 30 seconds. So, without the option of spending some piety points for glitter and increased visibility, what we're left with is parsing out how the game is coded. Do I think the interpretations in this thread defy what makes sense? Yes, and I have said that multiple times. However, what may make sense to me is not always how the game is written. It could be easily fixed by adding a "hidden" condition. Maybe the DMG will do that; maybe there will be errata; maybe 6th Edition. [/QUOTE]
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