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*Pathfinder & Starfinder
New stealth stuff from WotC
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<blockquote data-quote="Saeviomagy" data-source="post: 4405546" data-attributes="member: 5890"><p>Having played a rogue, I think the following:</p><p></p><p>Total cover and total concealment are not particularly well defined, so pinning a key element of a class on them isn't great. The requirements for both are extremely steep, as can be seen by the previous scenario of the 5' pillar.</p><p></p><p>It's fairly obvious that almost none of the powers that interact with stealth interact in a clear way with the new rules. It takes a fair bit of interpretation to say that fleeting ghost merely avoids a movement penalty (especially since there is a feat that does the same thing, and fleeting ghost is worded completely differently). I think that there is definately a gaping hole for one or more powers that would allow regular concealment or cover to grant stealth checks. That said, allowing fleeting ghost to pull double duty, and be by far the most valuable stealth power throughout all levels seems to be a bit much.</p><p></p><p>From what I see, it's going to require a standard action to spot a hiding foe. I think that's extremely harsh, especially for players who will be the brunt of most stealth attacks (monsters are much more likely than players are to have enhanced senses or super-duper stealth powers). It seems to me that a minor action would be far more suitable (minor actions are supposed to be used for any 'enabling' action, and further it would seem to me that looking around should not be something that would take the place of movement or an attack). It's also a lot more fun to be able to move, look around for a foe, and have a chance to actually attack him before he disappears again.</p><p></p><p>Apart from those points, I think the new rules are great.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 4405546, member: 5890"] Having played a rogue, I think the following: Total cover and total concealment are not particularly well defined, so pinning a key element of a class on them isn't great. The requirements for both are extremely steep, as can be seen by the previous scenario of the 5' pillar. It's fairly obvious that almost none of the powers that interact with stealth interact in a clear way with the new rules. It takes a fair bit of interpretation to say that fleeting ghost merely avoids a movement penalty (especially since there is a feat that does the same thing, and fleeting ghost is worded completely differently). I think that there is definately a gaping hole for one or more powers that would allow regular concealment or cover to grant stealth checks. That said, allowing fleeting ghost to pull double duty, and be by far the most valuable stealth power throughout all levels seems to be a bit much. From what I see, it's going to require a standard action to spot a hiding foe. I think that's extremely harsh, especially for players who will be the brunt of most stealth attacks (monsters are much more likely than players are to have enhanced senses or super-duper stealth powers). It seems to me that a minor action would be far more suitable (minor actions are supposed to be used for any 'enabling' action, and further it would seem to me that looking around should not be something that would take the place of movement or an attack). It's also a lot more fun to be able to move, look around for a foe, and have a chance to actually attack him before he disappears again. Apart from those points, I think the new rules are great. [/QUOTE]
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