LowSpine
First Post
There has been a massive surge of threads about stealth lately because of the confussion over the descriptions in the core rules and the later, some say contradictory, entries in the online compendium.
I have started this thread to ask how stealth should work. This is not a discussion of what the rules say, or in what way the rules should be interpreted or how they should be adjusted or house-ruled.
What I really want to know is how people think the rules should be designed from scratch.
I think keeping the idea of a stealth skill and a perception (+passive) skill is fine as well as their link to ability scores, but other than that scrap the lot and start agian. (In fact, if you want to get rid of absolutely all of it that is fine by me.)
What would be excellent is any suggestions, ideas or just information on how other rpgs (popular or otherwise) approach this topic.
So if you could burst into the WOTC office with a bottle of liquid paper, a permanent marker and an uzi - what would you TELL them about how stealth is going to work from now on.
I have started this thread to ask how stealth should work. This is not a discussion of what the rules say, or in what way the rules should be interpreted or how they should be adjusted or house-ruled.
What I really want to know is how people think the rules should be designed from scratch.
I think keeping the idea of a stealth skill and a perception (+passive) skill is fine as well as their link to ability scores, but other than that scrap the lot and start agian. (In fact, if you want to get rid of absolutely all of it that is fine by me.)
What would be excellent is any suggestions, ideas or just information on how other rpgs (popular or otherwise) approach this topic.
So if you could burst into the WOTC office with a bottle of liquid paper, a permanent marker and an uzi - what would you TELL them about how stealth is going to work from now on.