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General Tabletop Discussion
*Dungeons & Dragons
Rogue Stealth in Battle
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<blockquote data-quote="Charles Rampant" data-source="post: 6685799" data-attributes="member: 32659"><p>Edit to actually answer the question: monsters have a 'Passive Perception' number listed in their profile. This is effectively the Rogue's DC for the stealth check, in combat; remember that beasts like dogs and wolves often have advantage (=+5 to the number) for this.</p><p></p><p>Be logical about where she can hide. It isn't Skyrim; you can't hide in the middle of an open room. I also tend not to allow players to hide repeatedly in the same spot, as surely the monsters would quickly realise that the rogue was behind that barrel. So the rogues in my games move around a lot, dashing from hiding spot to hiding spot, taking shots at the start of their turn. </p><p></p><p>Another element that I tend to use - when the battlemat is in play - is that monsters can find someone if they happen to blunder into them. Imagine that the rogue is hiding behind a large boulder, to the right of the party proper. If a monster, due to being out on that flank, runs around the boulder to get at the party, then he'll probably spot the rogue as he runs around it: this sort of thing happens all the time in films. I don't have the monsters do this on purpose, to find the rogue, in the main: but it happens occasionally in large sprawling combats as monsters seek to flank the players. </p><p></p><p>The rulebook is pretty vague on stealth, intentionally so: it allows the DM and players to negotiate out a version of stealth that suits their game and playstyle. I strive to let my rogues use stealth to do cool stuff, but also strive to make their use of stealth 'make sense' to my mental image of the action. The above as the methods that I've settled on to do so. You can't really go wrong, so long as you and the players are happy with the way that stealth functions in your game! I hope that this helps.</p></blockquote><p></p>
[QUOTE="Charles Rampant, post: 6685799, member: 32659"] Edit to actually answer the question: monsters have a 'Passive Perception' number listed in their profile. This is effectively the Rogue's DC for the stealth check, in combat; remember that beasts like dogs and wolves often have advantage (=+5 to the number) for this. Be logical about where she can hide. It isn't Skyrim; you can't hide in the middle of an open room. I also tend not to allow players to hide repeatedly in the same spot, as surely the monsters would quickly realise that the rogue was behind that barrel. So the rogues in my games move around a lot, dashing from hiding spot to hiding spot, taking shots at the start of their turn. Another element that I tend to use - when the battlemat is in play - is that monsters can find someone if they happen to blunder into them. Imagine that the rogue is hiding behind a large boulder, to the right of the party proper. If a monster, due to being out on that flank, runs around the boulder to get at the party, then he'll probably spot the rogue as he runs around it: this sort of thing happens all the time in films. I don't have the monsters do this on purpose, to find the rogue, in the main: but it happens occasionally in large sprawling combats as monsters seek to flank the players. The rulebook is pretty vague on stealth, intentionally so: it allows the DM and players to negotiate out a version of stealth that suits their game and playstyle. I strive to let my rogues use stealth to do cool stuff, but also strive to make their use of stealth 'make sense' to my mental image of the action. The above as the methods that I've settled on to do so. You can't really go wrong, so long as you and the players are happy with the way that stealth functions in your game! I hope that this helps. [/QUOTE]
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