Well, looking at Greyhawk, I must admit that there's no explicit indication of how these abilities are to be used. MANY people have argued Mike's position, which I believe is implicit in 1e's rules at least, but based on the original text there's really very little to go on. There is in fact almost no description of thieves and thief abilities in Greyhawk at all, just a couple tables and some notes. The main description literally has one sentence per ability! Obviously we must accept Mike's assertion however, unless someone else who played in the original Greyhawk is here to say different.
Gygax was definitely an idiosyncratic writer. He produced a lot of text in the DMG, and PHB, and yet elucidated little in terms of a coherent rules process. There's a lot of material that shows how he built a campaign. I don't think he cared that much for rules. Even later when he expounded that AD&D was intended to provide 'the way' for things D&D to be done, it didn't seem like he really meant it, not in the sense that we would take such a statement today at least.
Actually I disagree. That isn't what the text on page 68 says:Unless you're in metal armor, which was my initial point. Who can be heard 90' away and outside typical encounter distances. Most parties had someone in metal armor.
This is in the context of characters who are FLEEING remember, not just general discussion of all situations. If you are fleeing in metal armor, you can be heard at 90', and if you use 'relatively quiet movement' (and there's no indication this isn't possible in metal armor) then its 30'. Presumably being 'relatively quiet' has some sort of impact on your ability to move quickly, but the discussion doesn't actually get into that much detail. My guess is, in the context of the discussion in the rest of this session, that Gygax is imagining a scenario where say the party took one path at a fork, got out of visibility range of the fork itself, and then slowed down to a stealthy pace in the hope that the bad guys would take the wrong path, for example. Note the text right above this in the section which discusses exactly this, and includesNOISE: Characters in metal armor can be heard for 90', hard boots
can be heard at 60', relatively quiet movement can be
heard at 30'.
Thus, at
a branching passage where there are 3 possible ways which could
have been taken, there is a basic 2 in 3 chance that the pursuer(s) will
take the wrong passage. Likewise, if there are a door and a passage,
there is a 1 in 2 chance of wrong choice. This base chance assumes that
the pursuer cannot see the pursued when choice is made, that sound
does not reveal the direction of flight, that smell does not reveal direc-
tion of flight, nor do any other visual, audial, or olfactory clues point to
the escape path. As DM, you will have to adjudicate such situations as
they arise. The following guidelines might prove helpful:
And Hide In Shadows didn't actually work against most monsters in any case, because they had Infravision.
Apparently, Gary didn't design the thief - or psionics, or 1E's "idiosyncratic" take on unarmed combat - so he just blamed other people for the mistakes and lack of clarity and moved on. He didn't quite grasp what it meant when your name was on the cover....
And, yeah, Gary's "one true way"-pontifications really turned me off the man, especially when his "one true way" was an unclear, contradictory mess (but also the best training I ever received in how to read contracts and theology). So much so that when he was revealed here on ENWorld I was amazed that he came across as a fairly decent human being!![]()
This is in the context of characters who are FLEEING remember, not just general discussion of all situations.
So its actually pretty much up to the DM to what degree you can hide around monsters with infravision.
It makes perfectly good sense. There's a 1 in 3 chance to achieve surprise, normally. If you simply move normally and wear metal armor, you can be heard from 90', and you have a 1 in 3 chance to surprise. If you move relatively quietly, the distance is shrunk to 30', which is closer than the normal encounter distance I note, meaning a relatively quiet party will generally have a chance to avoid an encounter, as their opponents will not have heard them yet, though being surprised could negate any advantage of that. Elves and Halflings (and rangers even more so) operating well in advance of a group, regardless of if it is relatively quiet or not, are more difficult to surprise and gain surprise more easily, presumably because they are 'extra sneaky'. This just means that they can often sneak right up to within 30' of an enemy (the distance that an encounter happens at for the surprised party) or choose to avoid more reliably.He explicitly labels it a guideline. Given the lack of other guidelines, it is THE guideline. Note how Elves & Halflings 90' away from a party and not in metal armor move so silently so as to have a better than normal surprise chance(pages 16-17 of PHB)? Why 90'? Where did that number just get used?
No, Hide in Shadows(page 28 PHB) explicitly states that unless there's a heat-generating light source nearby the creature with Infravision or the creature attempting to hide(which prevents hiding...), it doesn't work against Infravision.
Apparently, Gary didn't design the thief - or psionics, or 1E's "idiosyncratic" take on unarmed combat - so he just blamed other people for the mistakes and lack of clarity and moved on. He didn't quite grasp what it meant when your name was on the cover....
And, yeah, Gary's "one true way"-pontifications really turned me off the man, especially when his "one true way" was an unclear, contradictory mess (but also the best training I ever received in how to read contracts and theology). So much so that when he was revealed here on ENWorld I was amazed that he came across as a fairly decent human being!![]()
The folks I know who knew him say he was...not a great person back in the day, but mellowed and grew with age.
Like most folks I know, honestly.
Still, I've always had more respect, in every possible way, for Arneson. IMO, DnD was created by Arneson, and Gygax took the credit. and made it less good.
I think that's not really a very supportable thesis...
It's not a thesis in a formal debate, so...I don't really care?
I'm not sure why you just wrote a dissertation on the subject, but I want to save you time and assure you that I literally don't care at all about Gygax, or being fair to his memory, or whatever.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.