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Stealth 4 Dummies
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<blockquote data-quote="MyISPHatesENWorld" data-source="post: 4690387" data-attributes="member: 65684"><p>Actually, if you had to meet the requirements, it would say so, at least in language used in the most recent powers and abilities regarding stealth:</p><p></p><p>Sacred Stealth: "provided you have superior cover or total concealment from that target when you end your movement"</p><p></p><p>Shadow Stride revision: "to a space where you can remain hidden"</p><p></p><p></p><p></p><p>That is provided he has "superior cover and/or total concealment" idf you're taking the tack that it doesn't allow an exception to the normal requirement </p><p></p><p></p><p></p><p></p><p></p><p>"If you take an action that causes you not to remain hidden, you retain the benefits of being hidden until you resolve the action."</p><p></p><p>It is quite clear you can sneak up on alert opponents via RAW. You just need to start hidden close enough to them to reach and attack them in a single action, whether charge, deft strike or what have you.</p><p></p><p></p><p></p><p></p><p>What possible reason would a rogue have for sneaking up as close as he can and attacking from range? All he needs to do is stand at the furthest corner from which he has a shot and hide/deft strike repeatedly.</p><p></p><p></p><p></p><p>Yes, you clearly can by the RAW.</p><p></p><p></p><p></p><p>As the rules are written, the case is that you can use Stealth to sneak up on an opponent and make a melee attack.</p><p></p><p></p><p></p><p>It isn't a major combat tactic in your experience, because you're running it in a way that is more restrictive then the RAW allow.</p><p></p><p>As far as intent and for that matter, balance... </p><p></p><p>"1. The game's math assumes that the rogue gets sneak attack with just about every attack he makes. If the rogues in your game are constantly gaining combat advantage, it really isn't a big deal." - Mike Mearls</p><p></p><p>"One thing to keep in mind is that one of the big picture changes in 4e was to move stealth and hiding from spells to skills. In other words, the rogue or ranger are the best PCs for hiding, not the wizard with an invisibility spell.</p><p></p><p>The spell is still useful, but it is now much more limited and harder to use over and over again.</p><p></p><p>With that in mind, when you are DMing it's OK to be liberal with letting people use the skill." - Mike Mearls</p><p></p><p></p><p></p><p>I saw no place in this thread where anyone said anything resembling Fleeting Ghost allows "waltzing around hidden basically 'in plain sight'"...</p></blockquote><p></p>
[QUOTE="MyISPHatesENWorld, post: 4690387, member: 65684"] Actually, if you had to meet the requirements, it would say so, at least in language used in the most recent powers and abilities regarding stealth: Sacred Stealth: "provided you have superior cover or total concealment from that target when you end your movement" Shadow Stride revision: "to a space where you can remain hidden" That is provided he has "superior cover and/or total concealment" idf you're taking the tack that it doesn't allow an exception to the normal requirement "If you take an action that causes you not to remain hidden, you retain the benefits of being hidden until you resolve the action." It is quite clear you can sneak up on alert opponents via RAW. You just need to start hidden close enough to them to reach and attack them in a single action, whether charge, deft strike or what have you. What possible reason would a rogue have for sneaking up as close as he can and attacking from range? All he needs to do is stand at the furthest corner from which he has a shot and hide/deft strike repeatedly. Yes, you clearly can by the RAW. As the rules are written, the case is that you can use Stealth to sneak up on an opponent and make a melee attack. It isn't a major combat tactic in your experience, because you're running it in a way that is more restrictive then the RAW allow. As far as intent and for that matter, balance... "1. The game's math assumes that the rogue gets sneak attack with just about every attack he makes. If the rogues in your game are constantly gaining combat advantage, it really isn't a big deal." - Mike Mearls "One thing to keep in mind is that one of the big picture changes in 4e was to move stealth and hiding from spells to skills. In other words, the rogue or ranger are the best PCs for hiding, not the wizard with an invisibility spell. The spell is still useful, but it is now much more limited and harder to use over and over again. With that in mind, when you are DMing it's OK to be liberal with letting people use the skill." - Mike Mearls I saw no place in this thread where anyone said anything resembling Fleeting Ghost allows "waltzing around hidden basically 'in plain sight'"... [/QUOTE]
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