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<blockquote data-quote="Celtavian" data-source="post: 6646181" data-attributes="member: 5834"><p>You just listed exactly why you leave it up to the DM. If the designers were to take into account all of the stuff you listed, Stealth rules would take up a chapter and probably ten pages by itself making it even more of a pain in the behind to adjudicate. It's much easier for a DM and player to look at the situation and determine if Stealth is usable. There's no other way without writing a huge chapter on Stealth that would lead to the need for more clarifications and more issues. No matter with general versus specific, the DM decides does not change in anyway. The Halfling has a new circumstance they can use hide in behind a creature one size larger and the wood elf in lightly obscured areas, but that does not change that the DM still decides if the circumstances permit it. It's the only way to do Stealth. Any other way is just leading to headaches. It's how I've done it in every game system. I've never seen a game system with Stealth rules that worked any other way because there are way too many environments and situations and game designers cannot cover them all without turning Stealth an entry taking up several pages or more to describe every possible instance of Stealth and how it might play out. </p><p></p><p>Maybe the game designers could release an article describing how they handle Stealth using the rules to give newer DMs and players some help. But DMs that have been doing this a long time generally only needed to know what advantages Stealth and Surprise provide, they handle the rest of it according to the circumstances in play. It's the only way to do Stealth. I've done it that way in Shadowrun, D&D, Top Secret, GURPS, Pathfinder, Tombstone, and probably a few other game systems I can't remember.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6646181, member: 5834"] You just listed exactly why you leave it up to the DM. If the designers were to take into account all of the stuff you listed, Stealth rules would take up a chapter and probably ten pages by itself making it even more of a pain in the behind to adjudicate. It's much easier for a DM and player to look at the situation and determine if Stealth is usable. There's no other way without writing a huge chapter on Stealth that would lead to the need for more clarifications and more issues. No matter with general versus specific, the DM decides does not change in anyway. The Halfling has a new circumstance they can use hide in behind a creature one size larger and the wood elf in lightly obscured areas, but that does not change that the DM still decides if the circumstances permit it. It's the only way to do Stealth. Any other way is just leading to headaches. It's how I've done it in every game system. I've never seen a game system with Stealth rules that worked any other way because there are way too many environments and situations and game designers cannot cover them all without turning Stealth an entry taking up several pages or more to describe every possible instance of Stealth and how it might play out. Maybe the game designers could release an article describing how they handle Stealth using the rules to give newer DMs and players some help. But DMs that have been doing this a long time generally only needed to know what advantages Stealth and Surprise provide, they handle the rest of it according to the circumstances in play. It's the only way to do Stealth. I've done it that way in Shadowrun, D&D, Top Secret, GURPS, Pathfinder, Tombstone, and probably a few other game systems I can't remember. [/QUOTE]
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