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New stealth stuff from WotC
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<blockquote data-quote="clearstream" data-source="post: 4410657" data-attributes="member: 71699"><p>Notice the enemy states implied by hiding: <strong>aware</strong> and <strong>alert</strong>.</p><p> </p><p>You can be alert without being aware, but <strong>if you are aware you are alert.</strong> Alertness <u>cannot</u> typically be lost once acquired within an encounter. Awareness <u>can</u> typically be lost and reacquired within an encounter. </p><p> </p><p>Using awareness and alertness as tools, we get</p><p> </p><p><strong>A. Not alert to your presence:</strong> they have no reason to suspect you are there so they cannot hunt for you or target you.</p><p> </p><p><strong>B. Alert to your presence:</strong> they know you might be nearby so they can hunt for you.</p><p> </p><p><strong>C. Aware of your direction and rough distance,</strong> or have received that information from an ally with free action: they know where to move to better hunt you and can pick squares to attack in the hope they contain you.</p><p> </p><p><strong>D. Aware of your exact square:</strong> they spotted you and can target you if they have <strong>LOE</strong>.</p><p> </p><p><strong>E. Know your exact square,</strong> or have received that information from an ally with a free action, or pick your exact square by chance, but they still can't see you: they can target you if they have <strong>LOE</strong>, but at -5 (-7 in cover).</p><p> </p><p>Notice that here we've ruled that knowledge of exact square can be passed on with a free action, but that a successful Perception check cannot be. <strong>Except for the manner in which it can be lost, hiding = invisible.</strong> This avoids <strong>E.</strong> splitting into two cases with identical consequences on players. It loses little and helps play to allow free actions to share direction and rough distance <u>and</u> exact square.</p><p> </p><p>Notice <strong>C.</strong> What I hope to do is find a way to resolve 'pick a square' into a simple mechanical step.</p><p> </p><p>Finally notice <strong>hunt</strong>. I introduce this as jargon to deal with active Perception checks against hidden or invisible foes, differentiating from those used to <strong>search</strong> for traps and secret things.</p><p> </p><p>-vk</p></blockquote><p></p>
[QUOTE="clearstream, post: 4410657, member: 71699"] Notice the enemy states implied by hiding: [B]aware[/B] and [B]alert[/B]. You can be alert without being aware, but [B]if you are aware you are alert.[/B] Alertness [U]cannot[/U] typically be lost once acquired within an encounter. Awareness [U]can[/U] typically be lost and reacquired within an encounter. Using awareness and alertness as tools, we get [B]A. Not alert to your presence:[/B] they have no reason to suspect you are there so they cannot hunt for you or target you. [B]B. Alert to your presence:[/B] they know you might be nearby so they can hunt for you. [B]C. Aware of your direction and rough distance,[/B] or have received that information from an ally with free action: they know where to move to better hunt you and can pick squares to attack in the hope they contain you. [B]D. Aware of your exact square:[/B] they spotted you and can target you if they have [B]LOE[/B]. [B]E. Know your exact square,[/B] or have received that information from an ally with a free action, or pick your exact square by chance, but they still can't see you: they can target you if they have [B]LOE[/B], but at -5 (-7 in cover). Notice that here we've ruled that knowledge of exact square can be passed on with a free action, but that a successful Perception check cannot be. [B]Except for the manner in which it can be lost, hiding = invisible.[/B] This avoids [B]E.[/B] splitting into two cases with identical consequences on players. It loses little and helps play to allow free actions to share direction and rough distance [U]and[/U] exact square. Notice [B]C.[/B] What I hope to do is find a way to resolve 'pick a square' into a simple mechanical step. Finally notice [B]hunt[/B]. I introduce this as jargon to deal with active Perception checks against hidden or invisible foes, differentiating from those used to [B]search[/B] for traps and secret things. -vk [/QUOTE]
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