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General Tabletop Discussion
*Pathfinder & Starfinder
Stealth, hiding, invisibility and miniatures
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<blockquote data-quote="MrMyth" data-source="post: 5250757" data-attributes="member: 61155"><p>Ok, a quick look at recent adventures in Dungeon. Vague room-based spoilers ahead, I suppose. I'm not really familiar with any of these adventures - I'm literally just scanning through them for the maps to analyze, here. </p><p> </p><p>Pillar of Eyes: </p><p>[sblock]</p><p>Map 1: A fight in a pretty small area, looks like a 12x12 field with a pillar in the center of it. Nowhere to hide on the map. On the other hand, given the size, one could easily ask the DM for more details of the surrounding environment which might give some options. In fact, the intro to the fight mentions nearby 'natural terrain' the enemies use to sneak up on the PCs - I'm sure a PC could insist on having that portrayed so they can use it as well.</p><p> </p><p>Map 2: Looks like a fight in some caverns. Branching corridors and the entrance leave plenty of places to get out of sight while remaining near the fight. </p><p> </p><p>Map 3: Still in caverns. Tunnel entrance easily allows for hiding out of sight.</p><p> </p><p>Map 4: One large cavern. Based on previous maps, there is room to move back and out of sight, but not necessarily easily. There is a big curtain in the middle of the map, though, that one could take advantage of. </p><p> </p><p>Summary: At least 2 fights you can definitely hide in. One you probably can. One that depends on a DM ruling. [/sblock]</p><p>The Hammer Falls: </p><p>[sblock]</p><p>Map 1: Room with three entrances. Any of these could be used to duck out of the room to go hide. Wooden balcony that could provide superior cover to certain parts of the room from the right angles.</p><p> </p><p>Map 2: Again, a few entrances PCs can use to duck out of sight. Two large cauldrons that won't provide superior cover to everywhere, but could to certain areas at the right angle. </p><p> </p><p>Map 3: Stairs leading into the room provide an easy way to duck back out and get out of sight. </p><p> </p><p>Summary: Every fight involves nearby passages someone can hide within, or corners they can hide behind.[/sblock]</p><p>Faarlung's Algorithm: </p><p>[sblock]</p><p>Map 1: City streets. Several buildings PCs can hide behind. </p><p> </p><p>Map 2: House and ruins. Getting inside the house offers plenty of rooms to duck in and out of. Or fight outside the house and duck around the sides of it, or move in and out of the ruins. </p><p> </p><p>Map 3: Crypt entrance. Moving around the building provides ways to hide. Moving in or out of it can provide places to hide. </p><p> </p><p>Map 4: Crypt. Entrance into the room can provide places to hide. Several sarcophogi in the room can provide superior cover to large portions of the room from the right angles. </p><p> </p><p>Summary: Every fight has places to hide.[/sblock]</p><p>The Splintered Spring: </p><p>[sblock]</p><p>Map 1: Rocky isles in deep water. The water can provide an easy way to hide from things on land, and the isles can easily provide superior cover. </p><p> </p><p>Map 2: Big cavern. Filled with lots of black trees or stone pillars, and some ledges - might be hard to hide from people on the ledges, but the pillars do provide places to duck behind to get out of sight.</p><p> </p><p>Map 3: Fight by a lake with some ledges and web bridges. One outcropping on land provides an easy hiding spot from half the battlefield. Water provides a possible, if unpleasant, option. </p><p> </p><p>Summary: Several hiding options in each fight.[/sblock]</p><p>So, hiding is usually available in most of these fights. Typically of use for ranged characters or those who might have movement tricks to emerge from hiding spots and attack. If you are looking for a spot where you can be hidden while standing right next to someone... those are hard to find. Usually will involve dim lighting in the room, so you can hide somewhere and then move through the dim light up to an enemy. I admit, I didn't pay much attention to the lighting in any of the fights. </p><p> </p><p>But if your goal is places where someone can duck out of sight to either hide for a moment, or to set up a shot with sneak attack - the option is there in most situations. </p><p> </p><p>You rarely have a 10 x 10 square room without having entrances someone can duck into or around a corner. Having a single big room or big open field with no features in it is the exception, rather than the rule.</p></blockquote><p></p>
[QUOTE="MrMyth, post: 5250757, member: 61155"] Ok, a quick look at recent adventures in Dungeon. Vague room-based spoilers ahead, I suppose. I'm not really familiar with any of these adventures - I'm literally just scanning through them for the maps to analyze, here. Pillar of Eyes: [sblock] Map 1: A fight in a pretty small area, looks like a 12x12 field with a pillar in the center of it. Nowhere to hide on the map. On the other hand, given the size, one could easily ask the DM for more details of the surrounding environment which might give some options. In fact, the intro to the fight mentions nearby 'natural terrain' the enemies use to sneak up on the PCs - I'm sure a PC could insist on having that portrayed so they can use it as well. Map 2: Looks like a fight in some caverns. Branching corridors and the entrance leave plenty of places to get out of sight while remaining near the fight. Map 3: Still in caverns. Tunnel entrance easily allows for hiding out of sight. Map 4: One large cavern. Based on previous maps, there is room to move back and out of sight, but not necessarily easily. There is a big curtain in the middle of the map, though, that one could take advantage of. Summary: At least 2 fights you can definitely hide in. One you probably can. One that depends on a DM ruling. [/sblock] The Hammer Falls: [sblock] Map 1: Room with three entrances. Any of these could be used to duck out of the room to go hide. Wooden balcony that could provide superior cover to certain parts of the room from the right angles. Map 2: Again, a few entrances PCs can use to duck out of sight. Two large cauldrons that won't provide superior cover to everywhere, but could to certain areas at the right angle. Map 3: Stairs leading into the room provide an easy way to duck back out and get out of sight. Summary: Every fight involves nearby passages someone can hide within, or corners they can hide behind.[/sblock] Faarlung's Algorithm: [sblock] Map 1: City streets. Several buildings PCs can hide behind. Map 2: House and ruins. Getting inside the house offers plenty of rooms to duck in and out of. Or fight outside the house and duck around the sides of it, or move in and out of the ruins. Map 3: Crypt entrance. Moving around the building provides ways to hide. Moving in or out of it can provide places to hide. Map 4: Crypt. Entrance into the room can provide places to hide. Several sarcophogi in the room can provide superior cover to large portions of the room from the right angles. Summary: Every fight has places to hide.[/sblock] The Splintered Spring: [sblock] Map 1: Rocky isles in deep water. The water can provide an easy way to hide from things on land, and the isles can easily provide superior cover. Map 2: Big cavern. Filled with lots of black trees or stone pillars, and some ledges - might be hard to hide from people on the ledges, but the pillars do provide places to duck behind to get out of sight. Map 3: Fight by a lake with some ledges and web bridges. One outcropping on land provides an easy hiding spot from half the battlefield. Water provides a possible, if unpleasant, option. Summary: Several hiding options in each fight.[/sblock] So, hiding is usually available in most of these fights. Typically of use for ranged characters or those who might have movement tricks to emerge from hiding spots and attack. If you are looking for a spot where you can be hidden while standing right next to someone... those are hard to find. Usually will involve dim lighting in the room, so you can hide somewhere and then move through the dim light up to an enemy. I admit, I didn't pay much attention to the lighting in any of the fights. But if your goal is places where someone can duck out of sight to either hide for a moment, or to set up a shot with sneak attack - the option is there in most situations. You rarely have a 10 x 10 square room without having entrances someone can duck into or around a corner. Having a single big room or big open field with no features in it is the exception, rather than the rule. [/QUOTE]
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