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Stealth in Combat
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<blockquote data-quote="Xorn" data-source="post: 4355381" data-attributes="member: 61231"><p>So I'm sitting here entering "Heathen" (the Dungeon adventure) into Fantasy Grounds, and I'm reading one of the encounters. The tactics for the NPCs indicate they will attack, then retreat and hide while another that looks just like them attacks from a different direction.</p><p></p><p>The tactics say that in order to hide, they have to retreat to these trees they attacked from. There's cover everywhere, and it's Dim Light by default (concealment everywhere) but they <em>have</em> to retreat to these trees.</p><p></p><p>In Features of the Area, because of the thick foilage around the trees, they provide total concealment.</p><p></p><p>I'm just saying... every single tactics blurb I read supports my notion--Stealth can keep an enemy unaware of you. Total Concealment/Superior Cover can make you unseen. Once you're seen, I've not read anything that says Stealth suddenly makes you unseen.</p><p></p><p>And stop trying to convince me--I'm talking to the people that haven't made up their mind which camp they're in. I'm set in how I'm running it--and besides, the rogue in my group flat out stated that he wouldn't use stealth in combat like that even if I allowed it, because it feels stupid to him.</p><p></p><p>re: Dice Rolls</p><p>If you have two people interested in attacking from range, if there is any cover/concealment on the battlefield (a corner is cover, remember) then they should roll. They are giving up a risk-free chance at combat advantage if they don't. Any creature they can see should roll against them if it's an active check, because the PC is going to probably attack the one that gives them combat advantage. Now it's just as likely there are 2 ranged attackers on the ENEMY side, too, who should be doing the same thing. So that's 1 stealth + 5 perceptions per ranged attacker, 24 rolls per ROUND. That's a shitload of dice, my friend. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> It's most likely more dice to be rolled for Stealth than all other d20 rolls in combat--combined. Even if Mike Mearls was the next person to post, and he said it's active vs active, I'd call him an idiot and house rule.</p><p></p><p>Okay, I wouldn't call Mearls an idiot, but if he wants to come in and say which interpretation is right, that would be swell.</p><p></p><p>But I've found a dozen indications of how bad guys will use stealth in their tactics, and every single one of them that mentions becoming unseen after being spotted involves Bluff, Total Concealment, or Superior Cover. Not one time have I ever seen mention of rolling Stealth to make your opponent unable to see you once you have been spotted.</p><p></p><p>Only unaware of you, UNTIL you are noticed.</p></blockquote><p></p>
[QUOTE="Xorn, post: 4355381, member: 61231"] So I'm sitting here entering "Heathen" (the Dungeon adventure) into Fantasy Grounds, and I'm reading one of the encounters. The tactics for the NPCs indicate they will attack, then retreat and hide while another that looks just like them attacks from a different direction. The tactics say that in order to hide, they have to retreat to these trees they attacked from. There's cover everywhere, and it's Dim Light by default (concealment everywhere) but they [I]have[/I] to retreat to these trees. In Features of the Area, because of the thick foilage around the trees, they provide total concealment. I'm just saying... every single tactics blurb I read supports my notion--Stealth can keep an enemy unaware of you. Total Concealment/Superior Cover can make you unseen. Once you're seen, I've not read anything that says Stealth suddenly makes you unseen. And stop trying to convince me--I'm talking to the people that haven't made up their mind which camp they're in. I'm set in how I'm running it--and besides, the rogue in my group flat out stated that he wouldn't use stealth in combat like that even if I allowed it, because it feels stupid to him. re: Dice Rolls If you have two people interested in attacking from range, if there is any cover/concealment on the battlefield (a corner is cover, remember) then they should roll. They are giving up a risk-free chance at combat advantage if they don't. Any creature they can see should roll against them if it's an active check, because the PC is going to probably attack the one that gives them combat advantage. Now it's just as likely there are 2 ranged attackers on the ENEMY side, too, who should be doing the same thing. So that's 1 stealth + 5 perceptions per ranged attacker, 24 rolls per ROUND. That's a shitload of dice, my friend. :) It's most likely more dice to be rolled for Stealth than all other d20 rolls in combat--combined. Even if Mike Mearls was the next person to post, and he said it's active vs active, I'd call him an idiot and house rule. Okay, I wouldn't call Mearls an idiot, but if he wants to come in and say which interpretation is right, that would be swell. But I've found a dozen indications of how bad guys will use stealth in their tactics, and every single one of them that mentions becoming unseen after being spotted involves Bluff, Total Concealment, or Superior Cover. Not one time have I ever seen mention of rolling Stealth to make your opponent unable to see you once you have been spotted. Only unaware of you, UNTIL you are noticed. [/QUOTE]
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