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General Tabletop Discussion
*Pathfinder & Starfinder
Stealth in combat. Evidence and advice.
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<blockquote data-quote="ryryguy" data-source="post: 4301953" data-attributes="member: 64945"><p>I followed the earlier thread... the way I'm planning to try running Stealth during combat is as follows:</p><p></p><p>1) To make a Stealth check in combat, the character must either have total concealment or cover, or must move at least one square; all squares the character moves through must provide concealment or cover. </p><p></p><p>2) The stealther is not hidden to any character whose passive Perception beats the stealther's initial Stealth check. Additionally, any character can make an active Perception check during their turn to try to spot a hidden target. (action type TBD)</p><p></p><p>3) When a stealthed character attacks, his target(s) get to make an active Perception check (probably as an interrupt action). If they beat the stealthed character's Stealth check, the stealthed character is not considered hidden for the attack (e.g., no combat advantage).</p><p></p><p>4) The cover provided by allies does not allow a Stealth check.</p><p></p><p>5) When a character moves adjacent to a stealthed enemy's square, he automatically spots the stealthed enemy if the enemy doesn't have total concealment or total cover, plus one of the following:</p><p> a) The enemy is gaining partial cover from a non-directional source (meaning it provides cover from all directions, like a small tree, rather than a low wall or tipped over table)</p><p> b) The enemy has only partial concealment.</p><p></p><p>That's what I'm planning to try. It seems like it should allow some room for stealthed sniping without making it too uber or too complicated, and without a plethora of die rolls.</p></blockquote><p></p>
[QUOTE="ryryguy, post: 4301953, member: 64945"] I followed the earlier thread... the way I'm planning to try running Stealth during combat is as follows: 1) To make a Stealth check in combat, the character must either have total concealment or cover, or must move at least one square; all squares the character moves through must provide concealment or cover. 2) The stealther is not hidden to any character whose passive Perception beats the stealther's initial Stealth check. Additionally, any character can make an active Perception check during their turn to try to spot a hidden target. (action type TBD) 3) When a stealthed character attacks, his target(s) get to make an active Perception check (probably as an interrupt action). If they beat the stealthed character's Stealth check, the stealthed character is not considered hidden for the attack (e.g., no combat advantage). 4) The cover provided by allies does not allow a Stealth check. 5) When a character moves adjacent to a stealthed enemy's square, he automatically spots the stealthed enemy if the enemy doesn't have total concealment or total cover, plus one of the following: a) The enemy is gaining partial cover from a non-directional source (meaning it provides cover from all directions, like a small tree, rather than a low wall or tipped over table) b) The enemy has only partial concealment. That's what I'm planning to try. It seems like it should allow some room for stealthed sniping without making it too uber or too complicated, and without a plethora of die rolls. [/QUOTE]
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