Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
New stealth rules.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="OB1" data-source="post: 9430241" data-attributes="member: 6796241"><p>[USER=6932123]@Kinematics[/USER] but how do you determine when you are found? What I'm trying to solve for is how to allow the invisible condition for it's basic purpose (Surprise, Adv on attack, avoiding opportunity attack) w/o an additional roll to resolve the uncertainty that is there if you move out of your hiding spot. The only time you are rolling again is if you move and you want to be hidden again (in which case you would need to satisfy the requirements). </p><p></p><p>So if in the middle of combat, you're trying to sneak around to get to the Altar of Doom to remove the Demon Crystal so that Oban the Destroyer can't be summoned, and it takes several turns to get to the altar, you would need to hide each turn, which seems reasonable to me because the circumstances of each attempt at hiding would be slightly different. This takes all of the subjectivity over if you are found or not out of the equation. Keep succeeding on the checks, and the enemy doesn't notice you headed for the Altar. </p><p></p><p>But again, and this is important, if the intent is to be stealthy while moving (slip past the guards, sneak up to a campsite, etc) you aren't Hiding. In those cases, you're making a Dex (Stealth) roll to determine the outcome of what you are trying to do. That could be one roll that covers several minutes of time, with the results being either you succeeded, or you failed. </p><p></p><p>On the other hand, if you hear guards coming down the hallway and take the Hide action, then wait for them to be within 30' of you, it's only one check. You can either let them move past you, or attack, in which case you'd have advantage on initiative and get advantage on that first attack you make when you come out of cover.</p><p></p><p>All of this is to say that I'm willing to extend the Invisible Condition granted by succeeding at the Hide action for an additional 6 seconds when it's your turn if you leave your hiding spot, but not past that. For regular infilitration during an exploration scene, which isn't broken down into individual rounds and turns, a single roll against a DC set by the DM resolves the situation.</p></blockquote><p></p>
[QUOTE="OB1, post: 9430241, member: 6796241"] [USER=6932123]@Kinematics[/USER] but how do you determine when you are found? What I'm trying to solve for is how to allow the invisible condition for it's basic purpose (Surprise, Adv on attack, avoiding opportunity attack) w/o an additional roll to resolve the uncertainty that is there if you move out of your hiding spot. The only time you are rolling again is if you move and you want to be hidden again (in which case you would need to satisfy the requirements). So if in the middle of combat, you're trying to sneak around to get to the Altar of Doom to remove the Demon Crystal so that Oban the Destroyer can't be summoned, and it takes several turns to get to the altar, you would need to hide each turn, which seems reasonable to me because the circumstances of each attempt at hiding would be slightly different. This takes all of the subjectivity over if you are found or not out of the equation. Keep succeeding on the checks, and the enemy doesn't notice you headed for the Altar. But again, and this is important, if the intent is to be stealthy while moving (slip past the guards, sneak up to a campsite, etc) you aren't Hiding. In those cases, you're making a Dex (Stealth) roll to determine the outcome of what you are trying to do. That could be one roll that covers several minutes of time, with the results being either you succeeded, or you failed. On the other hand, if you hear guards coming down the hallway and take the Hide action, then wait for them to be within 30' of you, it's only one check. You can either let them move past you, or attack, in which case you'd have advantage on initiative and get advantage on that first attack you make when you come out of cover. All of this is to say that I'm willing to extend the Invisible Condition granted by succeeding at the Hide action for an additional 6 seconds when it's your turn if you leave your hiding spot, but not past that. For regular infilitration during an exploration scene, which isn't broken down into individual rounds and turns, a single roll against a DC set by the DM resolves the situation. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
New stealth rules.
Top