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Rules, Rulings and Second Order Design: D&D and AD&D Examined
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<blockquote data-quote="Stalker0" data-source="post: 9040936" data-attributes="member: 5889"><p>I’m going to disagree here a bit on stealth. Sure there are going to be niche scenarios for stealth not covered in the rules, but rules wise there is a lot of improvements that can be made to stealth with just a few simple improvements:</p><p></p><p>1) consolidate the rules. Right now you have to look in like 4 different places to actually get all the rules for stealth. Putting them in a single place would already improve things markedly.</p><p></p><p>2) clarify when stealth is broken in the action economy. The common example is the assassin moving out of the shadows to dagger their target, which by the book seems to not work…but there is ambiguity as to exactly when stealth is broken. And then from there I’m ok if a lot of crazy player ideas I have to rule on how they break stealth, just tell me WHEN they break stealth.</p><p></p><p>3) active “guards” are a very common obstacle for stealth players in virtually all tables. Do they just use passive perception or do they roll active checks periodically because they are more “actively watching”?</p><p></p><p>Just those three things would go a long way to making stealth better. I don’t need every little nuance covered, but the things i mentioned above Happen very very often at many many tables. No reason we can’t tighten the rules on these kinds of things.</p><p></p><p>The reason I pick at stealth so strongly is a few reasons:</p><p></p><p>1) it’s a core stable of the game. Players ambushing monsters, monsters ambushing players…it’s as core to dnd as HP. </p><p></p><p>2) it’s very very powerful. Stealth has the pontential to bypass entire segments of a dungeon. Or in combat, the surprise round is literally the most powerful combat buff in the game. That kind of power is worth a bit more scrutiny.</p></blockquote><p></p>
[QUOTE="Stalker0, post: 9040936, member: 5889"] I’m going to disagree here a bit on stealth. Sure there are going to be niche scenarios for stealth not covered in the rules, but rules wise there is a lot of improvements that can be made to stealth with just a few simple improvements: 1) consolidate the rules. Right now you have to look in like 4 different places to actually get all the rules for stealth. Putting them in a single place would already improve things markedly. 2) clarify when stealth is broken in the action economy. The common example is the assassin moving out of the shadows to dagger their target, which by the book seems to not work…but there is ambiguity as to exactly when stealth is broken. And then from there I’m ok if a lot of crazy player ideas I have to rule on how they break stealth, just tell me WHEN they break stealth. 3) active “guards” are a very common obstacle for stealth players in virtually all tables. Do they just use passive perception or do they roll active checks periodically because they are more “actively watching”? Just those three things would go a long way to making stealth better. I don’t need every little nuance covered, but the things i mentioned above Happen very very often at many many tables. No reason we can’t tighten the rules on these kinds of things. The reason I pick at stealth so strongly is a few reasons: 1) it’s a core stable of the game. Players ambushing monsters, monsters ambushing players…it’s as core to dnd as HP. 2) it’s very very powerful. Stealth has the pontential to bypass entire segments of a dungeon. Or in combat, the surprise round is literally the most powerful combat buff in the game. That kind of power is worth a bit more scrutiny. [/QUOTE]
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