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Stealth 4 Dummies
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<blockquote data-quote="Smeelbo" data-source="post: 4691439" data-attributes="member: 81898"><p>I apologize for misreading you.</p><p>As I read it, he is <u>not</u> claiming that terrain doesn't matter, but that moving and becoming hidden with <em>Fleeting Ghost</em> only requires <u>ordinary</u> cover or concealment, <u>not</u> superior or total. He is <u>not</u> arguing that, absent cover or concealment, <em>Fleeting Ghost</em> may be used to become hidden, then on one's <u>next</u> action, attack, remaining hidden until the attack is resolved.</p><p> </p><p>Ordinary cover and concealment are often unavailable for such attacks, but they are <u>far</u> more common than superior cover or total concealment. The referee still has complete control over available terrain.</p><p> </p><p>I entertain the notion that <em>MyISPHatesENWorld</em> may well be correct. It would mean that <em>Stealth</em> would be applicable in combat much more often for <em>Rogues</em> than other classes. Considering how uncommon superior cover or total concealment appear to be, his interpretation of <em>Fleeting Ghost</em> may well be intended. </p><p> </p><p>I have DMed with terrain that greatly favors <em>Stealth</em>, and it did not appear overpowering. It takes time to get where one can hide, time to get back into battle--<u>costly</u> time. </p><p> </p><p>Certainly, the <em>Stealth</em> errata was an opportunity to clarify the wording of <em>Fleeting Ghost</em>, but it was left as is, even though a great deal of thought went into the errata, and other abilities were clarified.</p><p> </p><p>All I want is a nice clear set of <em>Stealth</em> rules, including all the powers that impact <em>Stealth</em>, so I can reasonably assess whether I can sneak up on my foes or not, and not simply rely on DM fiat. <em>4E</em> is the first edition of <em>D&D</em> that offers such rules, and after 35 years, that end is in sight.</p><p> </p><p><strong>Smeelbo</strong></p></blockquote><p></p>
[QUOTE="Smeelbo, post: 4691439, member: 81898"] I apologize for misreading you. As I read it, he is [U]not[/U] claiming that terrain doesn't matter, but that moving and becoming hidden with [I]Fleeting Ghost[/I] only requires [U]ordinary[/U] cover or concealment, [U]not[/U] superior or total. He is [U]not[/U] arguing that, absent cover or concealment, [I]Fleeting Ghost[/I] may be used to become hidden, then on one's [U]next[/U] action, attack, remaining hidden until the attack is resolved. Ordinary cover and concealment are often unavailable for such attacks, but they are [U]far[/U] more common than superior cover or total concealment. The referee still has complete control over available terrain. I entertain the notion that [I]MyISPHatesENWorld[/I] may well be correct. It would mean that [I]Stealth[/I] would be applicable in combat much more often for [I]Rogues[/I] than other classes. Considering how uncommon superior cover or total concealment appear to be, his interpretation of [I]Fleeting Ghost[/I] may well be intended. I have DMed with terrain that greatly favors [I]Stealth[/I], and it did not appear overpowering. It takes time to get where one can hide, time to get back into battle--[U]costly[/U] time. Certainly, the [I]Stealth[/I] errata was an opportunity to clarify the wording of [I]Fleeting Ghost[/I], but it was left as is, even though a great deal of thought went into the errata, and other abilities were clarified. All I want is a nice clear set of [I]Stealth[/I] rules, including all the powers that impact [I]Stealth[/I], so I can reasonably assess whether I can sneak up on my foes or not, and not simply rely on DM fiat. [I]4E[/I] is the first edition of [I]D&D[/I] that offers such rules, and after 35 years, that end is in sight. [B]Smeelbo[/B] [/QUOTE]
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