Xorn said:If you're going to give a ranger 2d10 in your comparison (is he level 21 or something!?)
Xorn said:And it's not a passive check if the target is LOOKING at you when you try to hide (Opposed Checks).
Xorn said:If you're going to give a ranger 2d10 in your comparison (is he level 21 or something!?) then the rogue's weapon is doing 2[W], as well, and his Sneak Attack is doing 5d6, versus Hunter's Quarry doing 3d6.
Harr said:Ranger level 1 using a longbow with Twin Strike and Hunters Quarry does 2d10+1d6 damage. Every round. No stealth check.
Warlock level 1 with optimized Cha and Warlock's Curse does 1d10 +5 + 1d6 damage. Every round. No stealth check.
The 'perfect balance' to be achieved would be to come to some sort of balance where the rogue gets his +2d6 damage from combat advantage every other round on average.
And this is easily arrived at by saying when you attack from hiding, you lose your hiding and can't hide again for one round. Like you propose, attacking makes people 'notice' you, but that 'noticed' state only lasts until you've had some time to move around and the target has had to focus back on the combat in general; which is to say, the end of your next turn.
This seems fair to me
Edit -> This is assuming that the Rogue's stealth is good enough to alomst always trounce the target's perception - which, at least all through KotS, it always is... everything in there has a whopping +1 or +3 perception, with the great exceptions being elites with +5 or something, while our rogue is running around with +12-14. Easy.
Folly said:I was not commenting on the nature of the notice aspect or not. I was simple stating that as the rules are written the only time you are actively using perception is when you use a standard action, and the only time you do not use passive perception is when you are actively using perception. Thus the only time the perceiver rolls is when they take an action to do so.
As a side note, I am only bringing up the rules for in combat. Outside of combat their are additional rules for getting a check.
This means that using stealth requires only one roll from the table.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.