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General Tabletop Discussion
*Pathfinder & Starfinder
New stealth stuff from WotC
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<blockquote data-quote="Paul Strack" data-source="post: 4407144" data-attributes="member: 71340"><p>This my main objection to the new rules. It makes playing rogues very tedious. You either need a forgiving GM or a deep understanding of the cover rules. I am not interested in waiting 10 minutes for the rogue to look over his possible destinations and draw lines to various squares every time he moves.</p><p></p><p></p><p></p><p>I see where you are going with this, but it's non-Stealth application are too good. What would prevent a character who ends his turn behind normal Cover from "pressing" and thereby being -5 to hit instead of -2?</p><p></p><p>Also, you need Superior Cover at the <em>end</em> of you move to use Stealth, not at the beginning. So it wouldn't actually help for hiding.</p><p></p><p>My draft house rules are as follows:</p><p></p><p><strong>Partially Hidden (Stealth Trained Only):</strong> If you make a move ending behind any cover or concealment, you can make Stealth check against your enemy's passive Perception to become partially hidden. If successful, you gain a Combat Advantage against that opponent for your next attack or until the end of your turn, whichever comes first. If you are able to target multiple opponents with a single attack, compare your Stealth check against their passive Perceptions separately to see which ones you are partially hidden from and have Combat Advantage against. You can only be partially hidden from opponents against whom you have cover or concealment. For this purpose, allies do not count as cover.</p><p></p><p>That gives rogues back their offensive advantage without opening the door to the mounds of defensive cheese I objected to in the original rules. Making it trained only keeps it as special sauce for stealthy characters like rangers and rogues.</p></blockquote><p></p>
[QUOTE="Paul Strack, post: 4407144, member: 71340"] This my main objection to the new rules. It makes playing rogues very tedious. You either need a forgiving GM or a deep understanding of the cover rules. I am not interested in waiting 10 minutes for the rogue to look over his possible destinations and draw lines to various squares every time he moves. I see where you are going with this, but it's non-Stealth application are too good. What would prevent a character who ends his turn behind normal Cover from "pressing" and thereby being -5 to hit instead of -2? Also, you need Superior Cover at the [I]end[/I] of you move to use Stealth, not at the beginning. So it wouldn't actually help for hiding. My draft house rules are as follows: [B]Partially Hidden (Stealth Trained Only):[/B] If you make a move ending behind any cover or concealment, you can make Stealth check against your enemy's passive Perception to become partially hidden. If successful, you gain a Combat Advantage against that opponent for your next attack or until the end of your turn, whichever comes first. If you are able to target multiple opponents with a single attack, compare your Stealth check against their passive Perceptions separately to see which ones you are partially hidden from and have Combat Advantage against. You can only be partially hidden from opponents against whom you have cover or concealment. For this purpose, allies do not count as cover. That gives rogues back their offensive advantage without opening the door to the mounds of defensive cheese I objected to in the original rules. Making it trained only keeps it as special sauce for stealthy characters like rangers and rogues. [/QUOTE]
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