I completely agree! But I also believe that no usage of a skill should ever be a forgone conclusion unless you are THAT GOOD.
[Using stealth as a skill check should be more along the lines of sneaking past guards, scouting ahead of the party in the wilderness or getting into position before a battle actually starts. Using stealth in combat to hide for real (when in dire straights, heavily wounded etc), is also exciting enough to warrant a stealth check if someone is actively looking and wants to do harm to the stealther.
Getting a +2 CA modifier is not a good enough reason to make a separate check. Atleast if the opposition doesn't even have the skill and the player do. It's not about being a foregone conclusion, it's more of an automatic thing, like movement. You roll athletics for special things not for ordinary movement, and yet people do stumble in real life and even more so in movies. Do we really want our heroes to stumble unless there is a plot element to it or the ground is actually "broken" or worse?
The actual check comes when we try to hit the enemy. That's when we can fail... Due to lack of proper CA or lack of skill or circumstance doesn't matter, something went wrong and the power didn't connect. Blame it on a lousy stealth skill if you want to.
But one could implement the rule: If your stealth skill is better than the enemies perception you don't have to roll. That means that the noob will have to roll, but the ninja doesn't and actual skill level will matter.]
So what is the balance against these two methods? Lets analyse!
[I like the format of this short analysis.]
FLANKING
- Is more dangerous (No defense bonus, up in the thick of things)
- Cannot be relied on (Allies will not always be there to provide it)
+ No roll necessary to achieve CA
+ No Resource loss (No action to achieve)
[
Want to add: Double bonus due to flanking partner getting his CA at the same time. Kind of important. And being a meleer one should be ready to off-tank a little in order to hold the "line".]
BLUFF
- Resource loss (Standard Action, Encounter Power)
- Roll necessary (Insight vs. Bluff)
+ Can be done with NO Setup (No reliance on any conditions)
[I feel this is more of a last resort when everything else failed, you are a flanking rogue and are alone at the moment, etc. And you will never, ever, in a million years see anyone but a rogue use bluff for CA, and by CA I really mean Sneak attack.]
STEALTH (AS WRITTEN)
+ No resource loss (No action, attached to an action)
+ Defensive/Not Dangerous (Defense bonus, out of the way, Hidden)
+ Can be MOSTLY relied on (Concealment/cover generally available, can be done every turn)
- Roll necessary (Though far too many)
[Compared to the Stealth as written, failing to get CA or sneak attack will be less than 10%. Usually you can hide again, if you are not happy with your first hide check, and a lot of cheese like that. Not that you need it with a +10 on your skill versus their passive perception. Then you have duelis blades, powers (stun, dazed, blinded), friendly controllers, Winters touch, etc, etc to even remove that little chance of failure. All in all, you will end up with close to 100% success rate and get the untargetable status to boot! My suggestion to make it a tough choise between the two is not a boost, it's almost a nerf.]
I believe that stealth needs to be brought in line with these other self motivated actions to gain it.
[I think we should make a difference between the general CA, rogues dependency on CA and the untargetable status of being successfully stealthed. And the solution should be one with very few skill checks, we should aim for none most of the time. Stealth/perception is marginally important at best in a fight compared to attack checks and damage rolls. Let's keep them down to less than 10% of the total rolls. Any more than that would be unproportional for anyone but the rogue.]
Lets brainstorm, peeps!