Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Why does 5E SUCK?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="vandaexpress" data-source="post: 6634504" data-attributes="member: 6790472"><p>Exacerbating the situation here is how the rules that DO exist for stealth are scattered across so many different sections in the PHB!</p><p></p><p>Stealth is something I've been thinking a lot about lately, and I've found myself going back and forth on it. On the one hand, you have people arguing that stealth is such a fluid concept that no matter how well-codified the rules are, they never seem sufficient for every situation. I can see that being true, and its basically the position that the WotC sages have taken.</p><p></p><p>But I'm finding myself swinging back to my original perspective as well for one reason:</p><p></p><p>While yes it is true that DMs can implement their own house rules and should interpret specific scenarios according to their will, this makes it difficult, as a player, especially one who hasn't played with a specific DM before, to understand whether or not they want to play a rogue or how they should build their rogue. Or any stealth-based character, for that matter. </p><p></p><p>Any class that significantly hinges on DM interpretation of a specific rule or set of rules is facing a greater degree of uncertainty and risk than a typical player, who normally only needs to worry about variability in the <strong>content</strong> of the adventure, whereas players of these DM-dependent classes also have to worry about interpretation of vague rules which determine, to a greater extent, <strong>how</strong> their character can contribute to the adventure.</p><p></p><p>Same applies to Wild Sorcerer and, to a lesser extent, illusionists.</p><p></p><p>This isn't a game-killer for certain, but it would likely annoy me to play a rogue in AL play, where every DM is different.</p><p></p><p>I think I may end up codifying my own stealth rules for handling most situations. I've been trying to hold off on the house rule bandwagon until I've DM'd a full-length campaign through at least three tiers of play, but this (along with vision/obscurement) is one case where I'm having to address it so often at the table that I'm tempted to start implementing something sooner. Stealth is such a major part of my campaign that I really need to standardize the rules, I feel like I owe it to my players, especially when so many of their plans hinge on stealth to some extent.</p></blockquote><p></p>
[QUOTE="vandaexpress, post: 6634504, member: 6790472"] Exacerbating the situation here is how the rules that DO exist for stealth are scattered across so many different sections in the PHB! Stealth is something I've been thinking a lot about lately, and I've found myself going back and forth on it. On the one hand, you have people arguing that stealth is such a fluid concept that no matter how well-codified the rules are, they never seem sufficient for every situation. I can see that being true, and its basically the position that the WotC sages have taken. But I'm finding myself swinging back to my original perspective as well for one reason: While yes it is true that DMs can implement their own house rules and should interpret specific scenarios according to their will, this makes it difficult, as a player, especially one who hasn't played with a specific DM before, to understand whether or not they want to play a rogue or how they should build their rogue. Or any stealth-based character, for that matter. Any class that significantly hinges on DM interpretation of a specific rule or set of rules is facing a greater degree of uncertainty and risk than a typical player, who normally only needs to worry about variability in the [B]content[/B] of the adventure, whereas players of these DM-dependent classes also have to worry about interpretation of vague rules which determine, to a greater extent, [B]how[/B] their character can contribute to the adventure. Same applies to Wild Sorcerer and, to a lesser extent, illusionists. This isn't a game-killer for certain, but it would likely annoy me to play a rogue in AL play, where every DM is different. I think I may end up codifying my own stealth rules for handling most situations. I've been trying to hold off on the house rule bandwagon until I've DM'd a full-length campaign through at least three tiers of play, but this (along with vision/obscurement) is one case where I'm having to address it so often at the table that I'm tempted to start implementing something sooner. Stealth is such a major part of my campaign that I really need to standardize the rules, I feel like I owe it to my players, especially when so many of their plans hinge on stealth to some extent. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why does 5E SUCK?
Top