TaranTheWanderer
Legend
Generally, if you are standing on the other side of a door, I give disadvantage to perception checks to hear what's on the other side. Characters who 'listen at the door' and put their ear against the door can mitigate the penalty.
For hiding, the door just gives you full cover which is an opportunity to use stealth to hide. The people on the other side get to make perception at disadvantage to hear you sneaking (they can't spot you because of full cover).
So, replace the door with an illusion: You have full cover which allows you to stealth. No disadvantage to perception checks because there is no barrier muffling the sound.
In both situations, the person in heavy armour has disadvantage when sneaking. That's just how I do it.
Different ways to do it:
You could do it the reverse and just give everyone advantage to sneak and no penalty to perception. Or, if doors are really, really thick, you can give disadvantage to perception and advantage to sneak. removing the door with an illusion would still negate the 'muffling' property of the door and negate the bonuses.
For hiding, the door just gives you full cover which is an opportunity to use stealth to hide. The people on the other side get to make perception at disadvantage to hear you sneaking (they can't spot you because of full cover).
So, replace the door with an illusion: You have full cover which allows you to stealth. No disadvantage to perception checks because there is no barrier muffling the sound.
In both situations, the person in heavy armour has disadvantage when sneaking. That's just how I do it.
Different ways to do it:
You could do it the reverse and just give everyone advantage to sneak and no penalty to perception. Or, if doors are really, really thick, you can give disadvantage to perception and advantage to sneak. removing the door with an illusion would still negate the 'muffling' property of the door and negate the bonuses.