D&D 4E Yet More 4e House Combat Stealth Rules

nerdytenor

First Post
I know, I know - been talked to death. I've been thinking about a reasonable set of house rules for combat stealth, and I wanted to throw it out there so you can all make fun of me. Or not. :) I've stolen liberally from many other posters - let me know what you think.

Cheers,
nerdytenor

Motivation

  • Keep it fun
  • Keep it relatively simple
  • Prevent endless rolls
  • Give rogues interesting tactical choices (as opposed to rolling stealth every damn time)
My (admittedly arbitrary) Assumptions

  • Combat stealth does not equal invisibility
  • Combat stealth means your attacks are somewhat obscured, and harder to defend against.
My Proposed Rules

  • You must have cover or concealment to gain combat stealth
  • Cover from your allies (against ranged attacks) does not count for combat stealth
  • You must move into a new square to gain combat stealth, unless you are hidden, in which case no move is necessary.
  • You make your stealth roll with the attack roll. No minor action required.
  • If you are attacking an enemy whom you have not engaged yet (and who has not engaged you yet), roll against passive preception. Otherwise, roll against active perception. DM discretion here - if target has got you in his sights, he has engaged you even if he hasn't reached/attacked you yet.
  • You lose combat stealth in the square you are in when you hit your target OR when your target hits you. You can regain stealth by moving elsewhere.
 

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