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Stealth - Starting Fresh - Slate Wipe.
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<blockquote data-quote="Paul Strack" data-source="post: 4411127" data-attributes="member: 71340"><p>My opinion:</p><p></p><p>1) Using Stealth to get Combat Advantage should be easy, at least for character's training in Stealth. You need this for the rogue to work as a balanced character.</p><p></p><p>2) Using Stealth to get Invisibility should be hard, because Invisibility is a huge advantage, defensively. If becoming Invisible via Stealth is too easy, combat becomes a game of hide-and-seek.</p><p></p><p>3) The rules should be clean and simple, easy to resolve without a lot of corner-counting, dice-rolling and skill-comparing.</p><p></p><p>The original rules succeeded on #1 but failed on #2 and #3.</p><p></p><p>The Compendium rules succeed on #2 and #3 but fail on #1. They also risk problems in the area of #3 when rogues resort to the corner-counting-to-get-superior-cover rules from the DMG or the "stealth shuffle" in and out of LOS in an attempt to get CA for ranged attacks.</p><p></p><p>For my game, I use the Compendium rules for how to use Stealth to get invisibility. I fix the problems I see with #1 via a house rule allowing characters trained in Stealth who move behind normal cover and concealment to make a Stealth check to partially hide and get a Combat Advantage for their next attack on their current turn.</p><p></p><p>The house rule is more or less how I've been running Stealth all along.</p></blockquote><p></p>
[QUOTE="Paul Strack, post: 4411127, member: 71340"] My opinion: 1) Using Stealth to get Combat Advantage should be easy, at least for character's training in Stealth. You need this for the rogue to work as a balanced character. 2) Using Stealth to get Invisibility should be hard, because Invisibility is a huge advantage, defensively. If becoming Invisible via Stealth is too easy, combat becomes a game of hide-and-seek. 3) The rules should be clean and simple, easy to resolve without a lot of corner-counting, dice-rolling and skill-comparing. The original rules succeeded on #1 but failed on #2 and #3. The Compendium rules succeed on #2 and #3 but fail on #1. They also risk problems in the area of #3 when rogues resort to the corner-counting-to-get-superior-cover rules from the DMG or the "stealth shuffle" in and out of LOS in an attempt to get CA for ranged attacks. For my game, I use the Compendium rules for how to use Stealth to get invisibility. I fix the problems I see with #1 via a house rule allowing characters trained in Stealth who move behind normal cover and concealment to make a Stealth check to partially hide and get a Combat Advantage for their next attack on their current turn. The house rule is more or less how I've been running Stealth all along. [/QUOTE]
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Stealth - Starting Fresh - Slate Wipe.
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