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Yet another Stealth post
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<blockquote data-quote="AngelBob" data-source="post: 4355110" data-attributes="member: 36312"><p>I like it! I have been going through just such alternatives in my mind! However... the removal of the impact of a character's Stealth value, and the enemies Perception value does not sit well with me.</p><p></p><p>However, I COMPLETELY agree with it being a trained only usage of the skill! I was actually thinking something along the lines of bringing it in line with other skills used in combat, namely, a action choice (generally standard) that involves a skill check.</p><p></p><p>I like to look at Bluff as a benchmark. Bluff can be used in combat, ONCE as an encounter power, as a standard action, to generate CA. I consider this a great benchmark of how valuable CA should be. A character with a high Bluff check probably WILL get his CA, but need an Action Point or wait until next turn (It's CA until end of next turn I believe, don't have my books on me, correct me if I'm wrong!) Flanking, Bluff, Blinding, all of these are not impossible, in fact, common if you set it up right ways of getting some CA, but they all have some risk or resource use.</p><p></p><p>My proposals for Stealth House rules.</p><p></p><p>1) Stealth in combat = Standard Action, Trained Only, requiring Cover/Concealment (or distraction) Stealth vs. Active Perception, This would bring the die rolling very much in line with an AOE attack. Multiple rolls generated, but as a standard action. This will also bring such abilities as Sniper, or Chameleon actually into usefulness, as a Goblin Sharpshooter is very much at an advantage for not loosing his stealth due to a miss, it's a standard action to get it back. All modifiers for movement still apply.</p><p></p><p>2) Stealth in combat = Minor Action, Trained Only, requiring Cover/Concealment (or distraction) Stealth vs. passive Perception. Only usable at the end of a round. This gives a whole turn for enemies to use minor actions to "hunt down" a player. Thus nullifying the stealth before it gives a chance at CA, and stopping the character from using the "My turn, move, stealth, sneak attack, NEXT!" chain. Unfortunately, still trivializes Sniper, but Chameleon still has a use.</p><p></p><p>I am more leaning towards 1, but I wonder if it may be shaking the tree too hard. What do you guys think?</p><p></p><p>Also, I am glad to see a thread not about dithering about the RAW, but getting some smart, innovative people to discuss the balance of what we hope to be a great solution to one naggling problem in an otherwise great system!</p></blockquote><p></p>
[QUOTE="AngelBob, post: 4355110, member: 36312"] I like it! I have been going through just such alternatives in my mind! However... the removal of the impact of a character's Stealth value, and the enemies Perception value does not sit well with me. However, I COMPLETELY agree with it being a trained only usage of the skill! I was actually thinking something along the lines of bringing it in line with other skills used in combat, namely, a action choice (generally standard) that involves a skill check. I like to look at Bluff as a benchmark. Bluff can be used in combat, ONCE as an encounter power, as a standard action, to generate CA. I consider this a great benchmark of how valuable CA should be. A character with a high Bluff check probably WILL get his CA, but need an Action Point or wait until next turn (It's CA until end of next turn I believe, don't have my books on me, correct me if I'm wrong!) Flanking, Bluff, Blinding, all of these are not impossible, in fact, common if you set it up right ways of getting some CA, but they all have some risk or resource use. My proposals for Stealth House rules. 1) Stealth in combat = Standard Action, Trained Only, requiring Cover/Concealment (or distraction) Stealth vs. Active Perception, This would bring the die rolling very much in line with an AOE attack. Multiple rolls generated, but as a standard action. This will also bring such abilities as Sniper, or Chameleon actually into usefulness, as a Goblin Sharpshooter is very much at an advantage for not loosing his stealth due to a miss, it's a standard action to get it back. All modifiers for movement still apply. 2) Stealth in combat = Minor Action, Trained Only, requiring Cover/Concealment (or distraction) Stealth vs. passive Perception. Only usable at the end of a round. This gives a whole turn for enemies to use minor actions to "hunt down" a player. Thus nullifying the stealth before it gives a chance at CA, and stopping the character from using the "My turn, move, stealth, sneak attack, NEXT!" chain. Unfortunately, still trivializes Sniper, but Chameleon still has a use. I am more leaning towards 1, but I wonder if it may be shaking the tree too hard. What do you guys think? Also, I am glad to see a thread not about dithering about the RAW, but getting some smart, innovative people to discuss the balance of what we hope to be a great solution to one naggling problem in an otherwise great system! [/QUOTE]
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