[Updated the rule below in order to make actual stealth skill more important.]
Yes I have read a lot of threads on the subject and yes I should have posted in one of them instead of creating yet another thread. But this is a slightly different take on the stealth issue. I'm not interested in RAW I am more interested in the RAI and a practical solution to the following problems.
Game balance problems:
- Ranged attackers (especially strikers) needs CA in order to be efficient, the rogue in particular.
- Being hard to target -2 for cover and some times -5 for targeting the square is part of the threat/aggro management system. The tank can't get every mob to stick to him, but if clothies hide the problem is partly solved and the tank will be attacked more often.
Simplicity problems:
- 4E have really tried to streamline the number of rolls to the bare minimum. Encouraging attack rolls to be rolled at the same time as damage rolls, no confirming of crits, crits do max damage and not double damage rolls, etc. Every extra stealth or perception check is a big step backwards.
Interactivity problems:
- In order to maximize the number of balanced options every player has to decide on every combat turn the powers system has been introduced. The next best way to be interactive is to encourage movement in the battle. This will turn every encounter into something dynamic and everchanging. So alot of the powers are tied into movement effects. What better way to further encourage this by having good hotspots to get to, stand on and hold on to.
In 3.5 we looked for higher ground bonus, now it is cover! +2 attack and +2 defense, could it be more sweet. And with the possibility to cover behind friends that moves, the map is automatically changing during the encounter.
Realism on the other hand is something the DM will have to supply with good descriptions, in the same way he explains why the man wounded by a Great axe crit looks fine after a 3x5 minute breather. It's part of the genre. And remember, a sneak attack or CA attack is more like a goal shot in a sport, when the keeper is covered and couldn't see the shot properly.
So a solution to the problems above has been the stealth system.
They have solved the balance issues above since the stealther can get cover enough for CA, and now and then can help the tank by being untargetable or atleast get a +2 to defense. Marking enemies isn't enough for a tank to fullfill his duty. He needs help and he gets it thru the striker stealth abilities.
They have solved the interactivity, because almost all types of terrain effects work in three ways. Cover, Solid or broken ground. Can't be simpler than that. This means players can directly focus on where they can move and how to get there rather than asking the DM two billion questions on where and how he can get an edge by being inventive with the terrain.
So far so good, two out of three problems have been solved. Sadly the third is far from solved. Even one extra die roll is painfull in such a lean system as 4E is.
My sugestion is very simple. Let stealthing in combat be a trained only use of the stealth skill. Let it be an automatic success, but only when it comes to one of the two uses:
[Correction: Check is only automatic for CA if your Stealth skill total is higher than the enemies perception total. If not, you will have to roll. Shouldn't happen too often for a good stealther though.]
Either
you get CA when you have cover or concealment (and +2 on defense)
OR
you get "Hidden" status and can't be targeted unless the potential attacker beats your stealth with an active perception vs Stealth check as a minor action. No checks are made untill an enemy actually spends a minor action or two. Won't happen too often. No free perception checks.
This would mean game balance as all strikers can get their to hit increase and sneak attack on a regular basis. And it helps the tank when there is need for aggro/threat/hate controll and the striker is in a bad spot and he goes under cover. But you don't get both at once and you don't have to roll perception and stealth checks on a regular basis.
The only thing one should keep in mind is that every character with stealth should decide if he uses CA as a default or Hide as a default. Since you shouldn't have to state it every turn (easy to froget), unless you do the opposite of your usual routine that is. The striker default ought to be CA, but there might be cowardly/careful heroes out there hehe.
PS. And no, you can't first attack with CA from one cover square and then move and get Hide status from the next cover square. If you have used CA you can't use Stealth to become untargetable that turn at all.
Yes I have read a lot of threads on the subject and yes I should have posted in one of them instead of creating yet another thread. But this is a slightly different take on the stealth issue. I'm not interested in RAW I am more interested in the RAI and a practical solution to the following problems.
Game balance problems:
- Ranged attackers (especially strikers) needs CA in order to be efficient, the rogue in particular.
- Being hard to target -2 for cover and some times -5 for targeting the square is part of the threat/aggro management system. The tank can't get every mob to stick to him, but if clothies hide the problem is partly solved and the tank will be attacked more often.
Simplicity problems:
- 4E have really tried to streamline the number of rolls to the bare minimum. Encouraging attack rolls to be rolled at the same time as damage rolls, no confirming of crits, crits do max damage and not double damage rolls, etc. Every extra stealth or perception check is a big step backwards.
Interactivity problems:
- In order to maximize the number of balanced options every player has to decide on every combat turn the powers system has been introduced. The next best way to be interactive is to encourage movement in the battle. This will turn every encounter into something dynamic and everchanging. So alot of the powers are tied into movement effects. What better way to further encourage this by having good hotspots to get to, stand on and hold on to.
In 3.5 we looked for higher ground bonus, now it is cover! +2 attack and +2 defense, could it be more sweet. And with the possibility to cover behind friends that moves, the map is automatically changing during the encounter.
Realism on the other hand is something the DM will have to supply with good descriptions, in the same way he explains why the man wounded by a Great axe crit looks fine after a 3x5 minute breather. It's part of the genre. And remember, a sneak attack or CA attack is more like a goal shot in a sport, when the keeper is covered and couldn't see the shot properly.
So a solution to the problems above has been the stealth system.
They have solved the balance issues above since the stealther can get cover enough for CA, and now and then can help the tank by being untargetable or atleast get a +2 to defense. Marking enemies isn't enough for a tank to fullfill his duty. He needs help and he gets it thru the striker stealth abilities.
They have solved the interactivity, because almost all types of terrain effects work in three ways. Cover, Solid or broken ground. Can't be simpler than that. This means players can directly focus on where they can move and how to get there rather than asking the DM two billion questions on where and how he can get an edge by being inventive with the terrain.
So far so good, two out of three problems have been solved. Sadly the third is far from solved. Even one extra die roll is painfull in such a lean system as 4E is.
My sugestion is very simple. Let stealthing in combat be a trained only use of the stealth skill. Let it be an automatic success, but only when it comes to one of the two uses:
[Correction: Check is only automatic for CA if your Stealth skill total is higher than the enemies perception total. If not, you will have to roll. Shouldn't happen too often for a good stealther though.]
Either
you get CA when you have cover or concealment (and +2 on defense)
OR
you get "Hidden" status and can't be targeted unless the potential attacker beats your stealth with an active perception vs Stealth check as a minor action. No checks are made untill an enemy actually spends a minor action or two. Won't happen too often. No free perception checks.
This would mean game balance as all strikers can get their to hit increase and sneak attack on a regular basis. And it helps the tank when there is need for aggro/threat/hate controll and the striker is in a bad spot and he goes under cover. But you don't get both at once and you don't have to roll perception and stealth checks on a regular basis.
The only thing one should keep in mind is that every character with stealth should decide if he uses CA as a default or Hide as a default. Since you shouldn't have to state it every turn (easy to froget), unless you do the opposite of your usual routine that is. The striker default ought to be CA, but there might be cowardly/careful heroes out there hehe.
PS. And no, you can't first attack with CA from one cover square and then move and get Hide status from the next cover square. If you have used CA you can't use Stealth to become untargetable that turn at all.
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