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General Tabletop Discussion
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Questions on stealth...
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<blockquote data-quote="Guest 6801328" data-source="post: 6884361"><p>I don't necessarily agree with your conclusions, but I do agree that <em>I just don't give a rats hindquarters how hard it is to sneak in real life.</em> (For the record, I also don't care how much plate armor weighs, how historically accurate dual-wielding is or isn't, or the physics of Darkvision.)</p><p></p><p>All that matters is whether or not a mechanic contributes to nuanced decision-making in the game.</p><p></p><p>If the utility of stealth is so great that it reduces interesting decision-making...such as whether or not to try to sneak up at the beginning of combat, or even which proficiencies to invest in...then we have a problem. And if the Surprise round factor is as great as you describe, then that would seem to suggest such a problem.</p><p></p><p>But I think that surprise problem can be mitigated in ways other than trying to apply a particularly harsh "realism" filter to it. It's easy enough for a DM to:</p><p> - Design encounters that can't be trivialized by stealth</p><p> - Design encounters that put stealthers at risk </p><p> - Occasionally have sneaky bad guys pull the same trick on the adventurers</p><p> - Balance the encounters under the assumption that a couple targets are going to die fast</p><p> - And, yes, sometimes give the rogues a setup where their stealth shines and they get to hug themselves for one-shotting the bad guys.</p><p></p><p>Maybe what we need is a discussion not of how stealth works, but of how surprise works. Because unless the whole party is stealthy the mooks aren't going to be surprised.</p></blockquote><p></p>
[QUOTE="Guest 6801328, post: 6884361"] I don't necessarily agree with your conclusions, but I do agree that [I]I just don't give a rats hindquarters how hard it is to sneak in real life.[/I] (For the record, I also don't care how much plate armor weighs, how historically accurate dual-wielding is or isn't, or the physics of Darkvision.) All that matters is whether or not a mechanic contributes to nuanced decision-making in the game. If the utility of stealth is so great that it reduces interesting decision-making...such as whether or not to try to sneak up at the beginning of combat, or even which proficiencies to invest in...then we have a problem. And if the Surprise round factor is as great as you describe, then that would seem to suggest such a problem. But I think that surprise problem can be mitigated in ways other than trying to apply a particularly harsh "realism" filter to it. It's easy enough for a DM to: - Design encounters that can't be trivialized by stealth - Design encounters that put stealthers at risk - Occasionally have sneaky bad guys pull the same trick on the adventurers - Balance the encounters under the assumption that a couple targets are going to die fast - And, yes, sometimes give the rogues a setup where their stealth shines and they get to hug themselves for one-shotting the bad guys. Maybe what we need is a discussion not of how stealth works, but of how surprise works. Because unless the whole party is stealthy the mooks aren't going to be surprised. [/QUOTE]
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