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Stealth Revamp
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<blockquote data-quote="Kalshane" data-source="post: 7028767" data-attributes="member: 9505"><p>I personally don't have any issues with the Stealth rules. They work the same as any other skill in the game does.</p><p></p><p>1) Ask what the PC is trying to do. (Sneak past a guard? Hide in a nearby alleyway to keep an eye on a bad guys' house? Get the drop on a group of goblins?)</p><p>2) Determine if it is possible and, if so, are there any negative consequences to failure. If the answer to any of this is "No", the attempt automatically fails or succeeds, depending.</p><p>3) If possible with consequences for failure, set the DC (in this case determined by the Passive Perception of any observers, possibly modified with Advantage/Disadvantage depending on circumstances) and allow the PC to roll.</p><p>4) Narrate the results of the roll.</p><p></p><p>The Stealth rules intentionally give the DM a lot of leeway because 5E tries not to have a hundred different modifiers for every possible circumstance. Granted, this results in a lot of table variation (and thus player frustration) but as long as the DM is upfront with how he wants to run Stealth and is consistent, it shouldn't be a huge issue.</p><p></p><p>I'm personally very forgiving with Stealth. I see it as not only knowing how to be unseen/unheard, but also knowing how to time your movements to take advantage of your opponent's distractions/search patterns. So a rogue wants to dash across a well-lit hallway opening that a guard is watching from the other end? Sure, roll Stealth with Disadvantage. If you succeed, you manage to time your dash for when the guard sneezes or cracks a big old yawn or decides to take his helmet off to scratch his head or whatever other momentary lapse in attention that is going to naturally occur when a person is forced to stand in one spot for a long period of time.</p><p></p><p>I'm the same with hiding in combat. If you succeed, it's not that your opponent doesn't know you're out there, it's that he momentarily lost track of you in the fray while there's a raging barbarian swinging a great axe at his head or a wizard flinging glowing blasts of energy at him. I'm even good with a rogue breaking cover after a successful Stealth check to run and melee somebody while still maintaining "stealth" against that person (mostly because I don't want to do anything to discourage a rogue from actually wanting to engage in melee rather than always safely plinking away with a bow/crossbow) until they make their first attack. The rogue just times his sprint for when the baddie is ducking that axe swing or dodging the bolt of energy and not looking in the rogue's direction.</p></blockquote><p></p>
[QUOTE="Kalshane, post: 7028767, member: 9505"] I personally don't have any issues with the Stealth rules. They work the same as any other skill in the game does. 1) Ask what the PC is trying to do. (Sneak past a guard? Hide in a nearby alleyway to keep an eye on a bad guys' house? Get the drop on a group of goblins?) 2) Determine if it is possible and, if so, are there any negative consequences to failure. If the answer to any of this is "No", the attempt automatically fails or succeeds, depending. 3) If possible with consequences for failure, set the DC (in this case determined by the Passive Perception of any observers, possibly modified with Advantage/Disadvantage depending on circumstances) and allow the PC to roll. 4) Narrate the results of the roll. The Stealth rules intentionally give the DM a lot of leeway because 5E tries not to have a hundred different modifiers for every possible circumstance. Granted, this results in a lot of table variation (and thus player frustration) but as long as the DM is upfront with how he wants to run Stealth and is consistent, it shouldn't be a huge issue. I'm personally very forgiving with Stealth. I see it as not only knowing how to be unseen/unheard, but also knowing how to time your movements to take advantage of your opponent's distractions/search patterns. So a rogue wants to dash across a well-lit hallway opening that a guard is watching from the other end? Sure, roll Stealth with Disadvantage. If you succeed, you manage to time your dash for when the guard sneezes or cracks a big old yawn or decides to take his helmet off to scratch his head or whatever other momentary lapse in attention that is going to naturally occur when a person is forced to stand in one spot for a long period of time. I'm the same with hiding in combat. If you succeed, it's not that your opponent doesn't know you're out there, it's that he momentarily lost track of you in the fray while there's a raging barbarian swinging a great axe at his head or a wizard flinging glowing blasts of energy at him. I'm even good with a rogue breaking cover after a successful Stealth check to run and melee somebody while still maintaining "stealth" against that person (mostly because I don't want to do anything to discourage a rogue from actually wanting to engage in melee rather than always safely plinking away with a bow/crossbow) until they make their first attack. The rogue just times his sprint for when the baddie is ducking that axe swing or dodging the bolt of energy and not looking in the rogue's direction. [/QUOTE]
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