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Simplified Stealth System
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<blockquote data-quote="SableWyvern" data-source="post: 4354591" data-attributes="member: 1008"><p>The following system, for the most part, isn't so much a house rule, but instead a more simplified and streamlined presentation of the stealth rules already present in the PHB (at least, as I have interpreted them).</p><p></p><p>The only major change is the removal of the "guess the hidden/invisible target's square" rule. While a nice idea, to be properly utilised, such a rule really requires the DM to keep minis for invisible creatures off the battle mat and find some alternative way of tracking movement until they return to view. As such, I've reintroduced 3E miss-chances, which perform an identical function, and are much simpler to employ, IMO. I considered adding further modifiers to close/area attacks based on burst size and the likelihood of being able to bracket the target, but ultimately decided that the simplicity of a flat 25% was more valuable than the benefits of more complexity.</p><p></p><p>So, anyway, here it is:</p><p></p><p>Any character with cover or concealment may attempt a stealth check in order to hide.</p><p></p><p>When to make a stealth check:</p><p>- If you are not attacking – at the completion of your turn.</p><p>- If you are attacking – immediately prior to making the attack, as part of the attack action.</p><p></p><p>A character who makes an attack is no longer in hiding after his attack is resolved. However, a character with a move or standard action remaining after attacking may attempt to resume hiding, and may make a stealth check at the end of his turn, with an additional -10 modifier.</p><p></p><p>A character who is in hiding and who takes no actions on his turn does not need to reroll his stealth check. Taking a minor, move or standard action will require a new stealth check in order to remain hidden.</p><p></p><p>Modifiers to stealth checks:</p><p>- Moved more than two square on the current turn: -5</p><p>- Spoke on the current turn: -5</p><p>- Ran on the current turn: -5 (cumulative with moving 3+ squares)</p><p>- Did something else that isn't very stealthy: -DM's discretion</p><p></p><p>The results of the stealth check are compared to the passive perception value of all enemies. The precise location of the character is unknown to any enemy whose passive perception value is lower than the result of the stealth check. On his turn, any character may attempt to spot a hidden target as a minor action, and may make a perception check, the results of which supersede his passive perception value for that target only.</p><p></p><p>Where someone knows or can guess at the rough location of a hidden target (but hasn't beaten their stealth check with perception), any attack against that target has a miss chance.</p><p>- Ranged Attacks: 75% miss chance</p><p>- Melee Attacks: 50% miss chance</p><p>- Area and Close Attacks: 25% miss chance</p><p></p><p>Any normal bonuses due to cover or concealment are applied to the actual attack roll normally.</p><p></p><p>Against an invisible character, attacks made without a successful perception check (or passive perception) gain an additional 25% miss chance. Making a successful perception check does not normally allow the target to be pin-pointed, and merely allows attacks to be made without the increased miss chance due to invisibility. Beating an invisible target's stealth by 10 or more pin-points their location, and allows a normal attack to be made with no miss chance (although, at a minimum, a -5 for total concealment will still apply to the attack roll).</p><p></p><p>Common sense applies. A 3' wall between you and an adjecent orc does not provide sufficient cover to allow you to hide.</p></blockquote><p></p>
[QUOTE="SableWyvern, post: 4354591, member: 1008"] The following system, for the most part, isn't so much a house rule, but instead a more simplified and streamlined presentation of the stealth rules already present in the PHB (at least, as I have interpreted them). The only major change is the removal of the "guess the hidden/invisible target's square" rule. While a nice idea, to be properly utilised, such a rule really requires the DM to keep minis for invisible creatures off the battle mat and find some alternative way of tracking movement until they return to view. As such, I've reintroduced 3E miss-chances, which perform an identical function, and are much simpler to employ, IMO. I considered adding further modifiers to close/area attacks based on burst size and the likelihood of being able to bracket the target, but ultimately decided that the simplicity of a flat 25% was more valuable than the benefits of more complexity. So, anyway, here it is: Any character with cover or concealment may attempt a stealth check in order to hide. When to make a stealth check: - If you are not attacking – at the completion of your turn. - If you are attacking – immediately prior to making the attack, as part of the attack action. A character who makes an attack is no longer in hiding after his attack is resolved. However, a character with a move or standard action remaining after attacking may attempt to resume hiding, and may make a stealth check at the end of his turn, with an additional -10 modifier. A character who is in hiding and who takes no actions on his turn does not need to reroll his stealth check. Taking a minor, move or standard action will require a new stealth check in order to remain hidden. Modifiers to stealth checks: - Moved more than two square on the current turn: -5 - Spoke on the current turn: -5 - Ran on the current turn: -5 (cumulative with moving 3+ squares) - Did something else that isn't very stealthy: -DM's discretion The results of the stealth check are compared to the passive perception value of all enemies. The precise location of the character is unknown to any enemy whose passive perception value is lower than the result of the stealth check. On his turn, any character may attempt to spot a hidden target as a minor action, and may make a perception check, the results of which supersede his passive perception value for that target only. Where someone knows or can guess at the rough location of a hidden target (but hasn't beaten their stealth check with perception), any attack against that target has a miss chance. - Ranged Attacks: 75% miss chance - Melee Attacks: 50% miss chance - Area and Close Attacks: 25% miss chance Any normal bonuses due to cover or concealment are applied to the actual attack roll normally. Against an invisible character, attacks made without a successful perception check (or passive perception) gain an additional 25% miss chance. Making a successful perception check does not normally allow the target to be pin-pointed, and merely allows attacks to be made without the increased miss chance due to invisibility. Beating an invisible target's stealth by 10 or more pin-points their location, and allows a normal attack to be made with no miss chance (although, at a minimum, a -5 for total concealment will still apply to the attack roll). Common sense applies. A 3' wall between you and an adjecent orc does not provide sufficient cover to allow you to hide. [/QUOTE]
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