This change was to make melee sneak attacks from hiding regularly possible.
While this is plausible, I'm not aware of it being specifically stated at any point. My general preference for combat stealth is that leaving your hiding spot causes you to be spotted at the end of your turn unless you hide again (so if you dash across an open space to another hiding spot, you'll have to hide again or be discovered, but benefit from invisibility during your turn), but there's certainly no rules support for that preference.
But people wouldn't accept that in some movies. That's my point. It's a flexible line.
Which is why the DM should be in control of whether it's possible, and what the DC is if it is possible. However, the general verisimilitude level of D&D is superhero level, if you can accept someone being hit by a giant and not dying, Batman level stealth should not be a stretch.
Here's the problem. You are happy to say 'the DM should be in control' just as long as the DM is ruling your way. When the DM is not ruling your way you want to say 'this shouldn't be such a stretch'.
Melee sneak attacks were already quite possible- you either buddy up with another PC- already quite common- or use Aimed Strike for advantage. This claim sounds like a solution in search of a problem.
Here's the problem. You are happy to say 'the DM should be in control' just as long as the DM is ruling your way. When the DM is not ruling your way you want to say 'this shouldn't be such a stretch'.
I'm not sure what statement of mine you're referring to. I think trying to use D&D for low fantasy is a bad idea, because there are lots of elements of the game that fail at basic realism, but if you're trying anyway... the DM picks the DC.
Melee sneak attacks were already quite possible- you either buddy up with another PC- already quite common- or use Aimed Strike for advantage. This claim sounds like a solution in search of a problem.
Doing them from Hide is a different situation, but the fact that "sneak attack every round is easy" means that "you can sneak into melee in combat" really isn't a big deal, balance-wise --- it involves a bonus action, high Stealth, target being within Move (or maybe half Move if you want to repeat), maybe taking an AoO, etc.
But then, I'm not the one who keeps saying you shouldn't be able to do this. I'm just pointing out that the new Hide rules mean you can. The "problem" is "Invisible Condition doesn't make sense" and the solution is "actually, it does make sense."
Here's the problem. You are happy to say 'the DM should be in control' just as long as the DM is ruling your way. When the DM is not ruling your way you want to say 'this shouldn't be such a stretch'.
I'm not sure what statement of mine you're referring to. I think trying to use D&D for low fantasy is a bad idea, because there are lots of elements of the game that fail at basic realism, but if you're trying anyway... the DM picks the DC.
At the same time, high fantasy isn’t carte blanche for players to expect spell-equivalent effects from skill checks. I’ve ready plenty where even the stealthy characters can’t simply ghost across a battlefield unseen without some kind of power or magic gear to justify it, particularly when the conflict is on the small skirmish level of a typical D&D encounter.
Here's the problem. You are happy to say 'the DM should be in control' just as long as the DM is ruling your way. When the DM is not ruling your way you want to say 'this shouldn't be such a stretch'.
I'm not sure what statement of mine you're referring to. I think trying to use D&D for low fantasy is a bad idea, because there are lots of elements of the game that fail at basic realism, but if you're trying anyway... the DM picks the DC.
The statement was literally in the quote. You said
Which is why the DM should be in control of whether it's possible, and what the DC is if it is possible. However, the general verisimilitude level of D&D is superhero level, if you can accept someone being hit by a giant and not dying, Batman level stealth should not be a stretch.
Yet, when people try to suggest that a DM say 'no, that's not possible' because they aren't running a game with 'Batman level stealth' you want to imply they are 'doing it wrong'.
Melee sneak attacks were already quite possible- you either buddy up with another PC- already quite common- or use Aimed Strike for advantage. This claim sounds like a solution in search of a problem.
Doing them from Hide is a different situation, but the fact that "sneak attack every round is easy" means that "you can sneak into melee in combat" really isn't a big deal, balance-wise --- it involves a bonus action, high Stealth, target being within Move (or maybe half Move if you want to repeat), maybe taking an AoO, etc.
But then, I'm not the one who keeps saying you shouldn't be able to do this. I'm just pointing out that the new Hide rules mean you can. The "problem" is "Invisible Condition doesn't make sense" and the solution is "actually, it does make sense."
Sure- it makes sense when people accept it’s not the equivalent of activating the character’s personal invisibility field and that players don’t get to dictate the situational awareness of NPCs mid-combat.
Sure- it makes sense when people accept it’s not the equivalent of activating the character’s personal invisibility field and that players don’t get to dictate the situational awareness of NPCs mid-combat.
I don't know about "dictate" but I get to make myself invisible, and they need to either Search for me, (or Tremorsense me, whatever,) or get stabbed. Maybe some of them get Observant, etc.
When I would play a crossbow-rogue under the 2014 rules, I could just do this with ranged attacks (yay, Expertise in Stealth), and, with sufficient cover options, keep disappearing every round. But I couldn't with a melee rogue, because the hide rules (and only the hide rules!) gave everything "all around" 360 degree awareness. But in 2024, that rule is gone, and Hide grants effective invisibility, so I can now.
...yeah. Stealth is "magic," the same way Hit Points are "magic," or long rests are "magic," or Second Wind is "magic," or barbarian Rage is "magic," or weapon masteries are "magic," or... Every one of those is a bonkers gameplay mechanic with thin paint applied to make them look "mundane."
The expectation of game mechanics isn't realism, it's cinematic verisimilitude. It should absolutely be possible to implausible things with stealth -- with appropriate descriptions of what you're doing and why it seems like a thing that should be possible, and at an appropriate DC.
Hang on. You are saying two different things that could very well be contradicting one another. In the first you are saying the rules should provide 'cinematic verisimilitude', then in the second you are saying it should be possible to do implausible things.
Personally, if I were watching 'A Few Good Men' and someone were to have just 'snuck' past a guard standing directly in front of the doorway they have to pass through to access files they weren't suppose to access, I would say that 'cinematic verisimilitude' flew out the window at that moment.
People like to invoke 'cinematic aesthetic' all the time while neglecting to think about the fact that there is not one single unified idea.
But are you in 'A Few Good Men', or are you in 'Naruto'? I bet your player who invested in stealth thinks he's in something more like Naruto.
And this is why I have maintained that your position is not 'automatically wrong'. If I am running a Naruto style game and you want to use Stealth in the way that you are describing, I absolutely would allow it.
However, you are demanding that it be allowed in any game. If I am running a heist style game in which the players are suppose to be trying to think of clever ways to use their skills (e.g., what if I enter the room through the garderobe since there is a guard directly in front of the only door) rather than just going 'Welp, I rolled a 27, so I sneak past him', then no, I'm not letting you do it, and your statements to the contrary I am not 'breaking the rules' or 'making things up'.
And to clarify, I don't just decide the level of 'cinematic realism' and my players are forced to like it or lump it. It is a dialogue between us. If you are trying to push through your Naruto style play in the middle of my 'heist style' game you are undercutting what the majority of the other players agreed to try.
Does opening a door not make a sound louder than a whisper? (To the guy standing right next to it, at least). You keep introducing barriers where no barriers were implied by the discussion.
And if the answer is No because of a Silence spell, does that mean you can sneak past the guard with absolutely no cover?
You keep trying to avoid the actual question with distractions.
And once more, for clarity, yes, in your Naruto style game, knock yourself out. However, not everyone likes playing those. I know you invoked 'high fantasy', but it is more complex than that.
In my earlier example I mentioned running a 'heist style' game. In all honesty I was doing that as a lazy shorthand. The fact is that the players I regularly run do not want to play in a 'Welp, I got a 27' style of game. They want to have to put in some effort trying to come up to a solution to that guard at the end of the hall. We all agree that the world is a high fantasy world with dragons and wizards, but we don't want people capable of doing utterly implausible things just because they rolled well on a skill. They enjoy the challenge of trying to figure out how to change the situation from implausible to plausible. That is our style of play.
And you are insisting that what we are doing is wrong and that we are ignoring rules or making up new ones.
If sneaking past a guard at a door is supposed to be a challenge, no one is making a 27 stealth roll, because a guard at a door is not a challenge beyond level ~4. And despite a 25 being a possible result, no PC is going to plan on that working.
If we assume a silence spell which covers the door but not the guard (so he doesn't notice he can't hear anything), and the door opens inward (so the guard can't see the door move, because the door is not Hidden, although opening inward is the normal way to hang a door), and the PC beats his perception (even giving him advantage), then yes, i don't see a problem with sneaking past that guard, even in your heist game. Maybe he's tired, or bored, or daydreaming. Maybe he's worrying about something. People are not automatons who are perfectly attentive. In fact, they are generally inattentive, especially at boring jobs where nothing happens 99% of the time. Being attentive is exhausting.
I would even accept that in a heist movie. You've managed to cast silence precisely in a way that won't give the game up and without being noticed, and then brought in a stealth specialist to get in.
By 7th level, the wizard just casts dimension door from outside the building into the room, based on nothing but the blueprints. He's in a heist campaign, so he probably has decent Dex and took stealth proficiency. Telling the Rogue he can't just sneak past a lone guard at that point is basically telling the Rogue player that he should have been a wizard.
Player: OK DM. So on this round the dragon is going to just surrender and give us all his gold.
DM: What? Why?
Player: Because I said so. Maybe he's having a mid-millennium crisis.
DM: No. He doesn't do that.
Player: But I said he does. Here, let me roll Persuasion. 22. There. Now he's done it.
DM: No, he hasn't. You don't get to dictate how an NPC acts. That's my job.
So, the guard is not bored. Apparently the commander knows their job and regularly rotates people to prevent that from happening. As a player you want to try and generate the situation with your actions to where Stealth becomes plausible. You don't get to just declare the situation based on wishes and what-ifs.
And if you generate such a situation, that still doesn't invalidate my point. My point is solely concerned with you demanding that if I don't allow you to use Stealth in an Implausible situation I am somehow 'doing it wrong'.
And stop talking about Dimension Door and the like. We aren't talking about those things.
We are talking about the situation where the DM says 'it is implausible for you to do that' and you insisting that you be allowed to do it anyway.
And we weren't talking about out-of-combat stealth with incredibly contrived scenarios, either, but you keep insisting that's what this conversation is actually about. It was about combat uses of stealth.
Guards Alertness: It's not about rotation, its about expectation and mental fatigue. On the one hand, the guard has a rational belief that nothing will happen, because 99.999% of the time, nothing happens. And it's boring as hell. Their mind will wander. Your expectations of human attention span are entirely unreasonable here. Peak vigilance can be sustained for only 15-30 minutes, after which mental alertness drops significantly. Nobody rotates guards on a 15-minute basis.
And your problem is you're assuming the narrative is set by fiat rather than dice. It's not much fun if the player's spend the entire session asking the DM 'does this work?' until they find something the DM thinks is okay. That's why stealth has an explicit rules framework for finding hidden characters, so you don't have to play 'May I' for 20 minutes before you arrive at a DM approved solution.
Further, the Wizard is perfectly relevant. If the Wizard can trivially achieve what the Rogue can't even do, in the Rogue's own area of specialty, why is the Rogue even there? It's a stealth mission, and the Rogue is still useless. Everyone is going to play spellcasters at that table, because non-spellcasters aren't allowed to play. This is a huge problem with D+D in general (cf linear fighters, quadratic wizards), and you're making non-casters relatively worse off than they otherwise would be.
Persuasion is completely different, because it doesn't have a defined DC framework like Hide does, and imo, it doesn't even work like that (see below). There's no objective method for determining a 22 is sufficient. (This is inevitably a 'May I' game, unfortunately).
...yeah. Stealth is "magic," the same way Hit Points are "magic," or long rests are "magic," or Second Wind is "magic," or barbarian Rage is "magic," or weapon masteries are "magic," or... Every one of those is a bonkers gameplay mechanic with thin paint applied to make them look "mundane."
The expectation of game mechanics isn't realism, it's cinematic verisimilitude. It should absolutely be possible to implausible things with stealth -- with appropriate descriptions of what you're doing and why it seems like a thing that should be possible, and at an appropriate DC.
Hang on. You are saying two different things that could very well be contradicting one another. In the first you are saying the rules should provide 'cinematic verisimilitude', then in the second you are saying it should be possible to do implausible things.
Personally, if I were watching 'A Few Good Men' and someone were to have just 'snuck' past a guard standing directly in front of the doorway they have to pass through to access files they weren't suppose to access, I would say that 'cinematic verisimilitude' flew out the window at that moment.
People like to invoke 'cinematic aesthetic' all the time while neglecting to think about the fact that there is not one single unified idea.
But are you in 'A Few Good Men', or are you in 'Naruto'? I bet your player who invested in stealth thinks he's in something more like Naruto.
Edit: In general, we're in a high fantasy setting, so mundane movies are not the right cinema reference. High skill checks should exceed normal human capabilities, because the rogue is somehow still alive and useful in a world with dragons and wizards who cast wall of force.
In point of fact, Naruto pretty much never does Invisibility-tier stealth without it being an overtly supernatural phenomenon. They’re all Arcane Tricksters, Gloom Stalkers, etc, not Thieves.
A 27 stealth check is a supernatural-tier phenomenon.
That’s one interpretation of skill rolls, but not absolute RAW. It’s a question of if a table is going to indulge scenarios like “I Persuade the king to give me his kingdom” or “I flap my hands and fly back up to the ledge”.
Unlike Hide, Persuasion does not have a well-defined system for setting DCs. (And imo, you don't persuade people to do things, you persuade people of truth statements. Whether that results in them doing things depends on what believing those truth statements leads them to do).
We do have examples of Intimidate used to get 'kings' to give away their 'kingdoms' in cinema. Dick Tracy comes to mind, where Big Boy intimidates Lips into signing away the deed to the club Ritz (his 'kingdom'). In this case, Big Boy convinced Lips that he would die if he didn't sign it (that's a truth statement). Lips doesn't want to die, so he signs it. (Big Boy kills him anyway, but Lips thought he could live if he signed). If Lips had instead responded with 'then kill me', that doesn't mean Big Boy's intimidation failed - Lips is still convinced he'll die if he doesn't sign. It's just that his response to that knowledge (in this hypothetical) is to accept he's going to die. If the intimidation had failed, Lips would call Big Boy's bluff instead (maybe "you can't kill me, you need my signature"), because he wouldn't believe the threat.
We even have an example of someone asking them to do so causing a king to forsake his kingdom in mythology. India has several examples, starting with the story of King Harishchandra. (Again, what they are convinced of is a particular truth claim that causes them to forsake their kingdom as a consequence).
There's no skill for flapping your hands, so... If you flavor the fly spell as 'I flap my hands to fly', then we would all agree that works, I hope.
Yet, when people try to suggest that a DM say 'no, that's not possible' because they aren't running a game with 'Batman level stealth' you want to imply they are 'doing it wrong'.
Batman-type stealth stunts aren't impossible, they're just beyond human ability to do reliably. Just set the DC high (like I said, a fixed DC 15 is dumb). If you don't want Batman stealth, don't play at a level where people can reliably hit DC 25.
Yet, when people try to suggest that a DM say 'no, that's not possible' because they aren't running a game with 'Batman level stealth' you want to imply they are 'doing it wrong'.
Batman-type stealth stunts aren't impossible, they're just beyond human ability to do reliably. Just set the DC high (like I said, a fixed DC 15 is dumb). If you don't want Batman stealth, don't play at a level where people can reliably hit DC 25.
See, this is exactly my point.
You: The DM should be in charge.
Me: The DM says no.
You: Well, the DM shouldn't be saying no.
So,....the DM should be free to rule however you want them to?
The DM shouldn't say "X is impossible" if X is actually possible. While some cinematic stunts are actually impossible, most of them are just extremely unreliable, and thus should have high DCs rather than being impossible.
The DM shouldn't say "X is impossible" if X is actually possible. While some cinematic stunts are actually impossible, most of them are just extremely unreliable, and thus should have high DCs rather than being impossible.
Ok, but that's a Strawman. We aren't talking about the DM raising the difficulty to higher levels when it is really hard to use Stealth. We are talking about situations where it is completely unreasonable (I'm going to replace Impossible with Unreasonable because, short of the Rogue being a corpse, one could come up with some incredibly improbable circumstances that causes it to be possible) for the Rogue to use Stealth, and then people saying that the DM is doing it 'wrong' (making up rules, house ruling, etc.) for not using DC 15, and they can only be 'found' with a Perception roll with a DC of what they rolled.
Ok, but that's a Strawman. We aren't talking about the DM raising the difficulty to higher levels when it is really hard to use Stealth. We are talking about situations where it is completely unreasonable (I'm going to replace Impossible with Unreasonable because, short of the Rogue being a corpse, one could come up with some incredibly improbable circumstances that causes it to be possible) for the Rogue to use Stealth, and then people saying that the DM is doing it 'wrong' (making up rules, house ruling, etc.) for not using DC 15, and they can only be 'found' with a Perception roll with a DC of what they rolled.
The DC 15 rule is egregiously stupid, as is the idea that they can only be found with a search action.
The DM shouldn't say "X is impossible" if X is actually possible. While some cinematic stunts are actually impossible, most of them are just extremely unreliable, and thus should have high DCs rather than being impossible.
Okay, but how do you determine what’s possible mid-game? Stopping to hash it out would be tedious for the rest of the group if nothing else, and likely would get frustrating if it recurs. End of the day the group largely needs to trust/accept the DM’s rulings for what rolls they can make, and if the DM squeezes too tight it’s probably time to bounce.
I think we have to concede that there must be other ways to "find you" besides the DC [Stealth Roll] Wisdom (Perception) check.
If you're hiding behind a low wall, and someone casts Scrying, it doesn't make sense that they would need to pass the check. It's magic intended to focus on an individual. If the sensor is on the same side of the low wall as the hidden character, then they should be spotted without a check.
If someone casts the Locate Creature spell, they should be able to find you without the check, because they can literally zero in on your location. Unless you are Peta in the Hunger Games and have painted yourself to blend in with the rocks so that even someone standing an inch away from you couldn't see you, the Locate Creature spell will find you, no check needed.
If someone casts the Locate Object spell for an object the hidden creature is carrying, the caster should be able to find them without a check. The spell zeros in on the location of the object with pinpoint accuracy. You can get right up on the person carrying the object, even if you were blindfolded. Therefore using this spell you should be able to find the hidden person without the Perception check.
Unless we are suggesting that a basic ability that every character has access to - the ability to Hide - can thwart a 2nd, 4th, and 5th level spell, then we have to assume that the Wisdom (Perception) check cannot be the ONLY way to Find a person who is hidden.
... I'm not convinced. Even if you know what square they're in, knowing what square you're in is not the same thing as 'finding' them. If you've got a box of junk and the locate object spell tells you what you're looking for is in the box, you still haven't 'found' the item, even though you've narrowed it down to less than 5'x5'x5'.
How is knowing what square they are in not finding them? In the example where someone sneaks up behind a guard in broad daylight but "they are too distracted to notice and get stabbed from behind," knowing that the person that is "hidden" is directly behind them makes it hard to imagine that they would be totally unaware. You not only know their direction, but you know the direction of their movement, so you would know they were moving directly towards you.
In the "box of junk" example, you aren't looking for the "junk", you're looking for the box that the junk is in. And if that "box" is only hidden because they are crouching behind a low wall, then yeah, you will find it easily.
Especially with the locate spells - it does not zero in on the exact location. It gives you a direction. Getting the exact location with these spells requires telemetry. (Now, I would certainly give advantage on the roll).
It tells you direction and their direction of movement. So you can walk towards them and find them. I'm not saying that the moment you cast the spell you will know where they are and they won't be "hidden". But you can find them without the perception check just by continually moving in the direction you know they are. You shouldn't need to roll a Perception check if the magic in your head is saying "north, north, north, northwest, west, east, west, east," because you'll know when you "went too far". And in general, the person is "hiding" because they are behind some kind of cover or obscurement, so finding them on the other side of that wall or bush or whatever is exactly what the spell is designed to do.
And I am unconvinced by Scrying. It creates a sensor near them. You hear and see as if you were there, which means you're still just using your senses. Scrying an Invisible (as the spell) creature doesn't let you see them unless you can See Invisible somehow. It follows them around, so you'd know they were nearby. And.. it doesn't actually tell you where the sensor is, just that it's near the target, so you don't even get a location from it.
Scrying an Invisible (as the spell) creature doesn't let you see them because you literally cannot perceive them through sight at all. But a Hidden creature isn't Invisible (spell) invisible, it's Invisible (condition) invisible, which means if I'm standing a foot away from you and looking directly at you and there's nothing between you and me (no cover, no obscurement, nothing) then I should be able to see you.
And then of course as kenclary noted, tremorsense should be able to find a "hidden" creature without the Wisdom (Perception) save as well. It says “A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid.” How that would not be the same as "finding" them is beyond me. You know exactly where they are. They would still get the benefit of the Unseen Attackers rules, but not of the Invisible condition.
Unless you can quote the rules saying that leaving (appropriate) cover or concealment ends Hidden, it doesn't, because the rules never say it does.
I have to be brief for now and haven't had a chance to catch up on the rest of the thread so I'll just respond to this for now with a summary of where to find these rules.
To start, being hidden means that your location is unknown because you are unseen and unheard. (See: Unseen Attackers and Targets)
To become hidden (unseen and unheard), when circumstances are appropriate for hiding (see: general rules), you take the Hide action to try to conceal yourself (See: Hide action). The requirements for doing this are: While you are in an Unseen position, you try to make yourself unheard. If successful you become and remain unheard. However, you only have the benefits of this successful action "while hidden", which means "while unseen and unheard" (see above). In addition, even while remaining unseen and unheard, there is a list of things that will actively cause you to stop being hidden (unseen and unheard) immediately.
Ok, but that's a Strawman. We aren't talking about the DM raising the difficulty to higher levels when it is really hard to use Stealth. We are talking about situations where it is completely unreasonable (I'm going to replace Impossible with Unreasonable because, short of the Rogue being a corpse, one could come up with some incredibly improbable circumstances that causes it to be possible) for the Rogue to use Stealth, and then people saying that the DM is doing it 'wrong' (making up rules, house ruling, etc.) for not using DC 15, and they can only be 'found' with a Perception roll with a DC of what they rolled.
The DC 15 rule is egregiously stupid, as is the idea that they can only be found with a search action.
On that you will get little argument from me.
And, again, I'm not saying people are 'doing it wrong' if the DM is allowing Batman/Naruto level Stealth shenanigans. If that is the game people want to play, that's what they should be doing.
I am only taking offense with the concept 'DC 15, you got to beat my roll, and I don't have to have any concerns whatsoever about cover after I made my roll' and that those who disagree are, somehow, making up their own rules.
Okay, but how do you determine what’s possible mid-game? Stopping to hash it out would be tedious for the rest of the group if nothing else, and likely would get frustrating if it recurs. End of the day the group largely needs to trust/accept the DM’s rulings for what rolls they can make, and if the DM squeezes too tight it’s probably time to bounce.
I'm not sure how this relates to anything I said. While you could try to come up with specific rules for computing the target number, that seems antithetic to the 5e design philosophy, so it's probably just "roll and the DM will tell you if it worked".
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While this is plausible, I'm not aware of it being specifically stated at any point. My general preference for combat stealth is that leaving your hiding spot causes you to be spotted at the end of your turn unless you hide again (so if you dash across an open space to another hiding spot, you'll have to hide again or be discovered, but benefit from invisibility during your turn), but there's certainly no rules support for that preference.
Here's the problem. You are happy to say 'the DM should be in control' just as long as the DM is ruling your way. When the DM is not ruling your way you want to say 'this shouldn't be such a stretch'.
Melee sneak attacks were already quite possible- you either buddy up with another PC- already quite common- or use Aimed Strike for advantage. This claim sounds like a solution in search of a problem.
I'm not sure what statement of mine you're referring to. I think trying to use D&D for low fantasy is a bad idea, because there are lots of elements of the game that fail at basic realism, but if you're trying anyway... the DM picks the DC.
Doing them from Hide is a different situation, but the fact that "sneak attack every round is easy" means that "you can sneak into melee in combat" really isn't a big deal, balance-wise --- it involves a bonus action, high Stealth, target being within Move (or maybe half Move if you want to repeat), maybe taking an AoO, etc.
But then, I'm not the one who keeps saying you shouldn't be able to do this. I'm just pointing out that the new Hide rules mean you can. The "problem" is "Invisible Condition doesn't make sense" and the solution is "actually, it does make sense."
At the same time, high fantasy isn’t carte blanche for players to expect spell-equivalent effects from skill checks. I’ve ready plenty where even the stealthy characters can’t simply ghost across a battlefield unseen without some kind of power or magic gear to justify it, particularly when the conflict is on the small skirmish level of a typical D&D encounter.
The statement was literally in the quote. You said
Yet, when people try to suggest that a DM say 'no, that's not possible' because they aren't running a game with 'Batman level stealth' you want to imply they are 'doing it wrong'.
Sure- it makes sense when people accept it’s not the equivalent of activating the character’s personal invisibility field and that players don’t get to dictate the situational awareness of NPCs mid-combat.
I don't know about "dictate" but I get to make myself invisible, and they need to either Search for me, (or Tremorsense me, whatever,) or get stabbed. Maybe some of them get Observant, etc.
When I would play a crossbow-rogue under the 2014 rules, I could just do this with ranged attacks (yay, Expertise in Stealth), and, with sufficient cover options, keep disappearing every round. But I couldn't with a melee rogue, because the hide rules (and only the hide rules!) gave everything "all around" 360 degree awareness. But in 2024, that rule is gone, and Hide grants effective invisibility, so I can now.
And we weren't talking about out-of-combat stealth with incredibly contrived scenarios, either, but you keep insisting that's what this conversation is actually about. It was about combat uses of stealth.
Guards Alertness: It's not about rotation, its about expectation and mental fatigue. On the one hand, the guard has a rational belief that nothing will happen, because 99.999% of the time, nothing happens. And it's boring as hell. Their mind will wander. Your expectations of human attention span are entirely unreasonable here. Peak vigilance can be sustained for only 15-30 minutes, after which mental alertness drops significantly. Nobody rotates guards on a 15-minute basis.
And your problem is you're assuming the narrative is set by fiat rather than dice. It's not much fun if the player's spend the entire session asking the DM 'does this work?' until they find something the DM thinks is okay. That's why stealth has an explicit rules framework for finding hidden characters, so you don't have to play 'May I' for 20 minutes before you arrive at a DM approved solution.
Further, the Wizard is perfectly relevant. If the Wizard can trivially achieve what the Rogue can't even do, in the Rogue's own area of specialty, why is the Rogue even there? It's a stealth mission, and the Rogue is still useless. Everyone is going to play spellcasters at that table, because non-spellcasters aren't allowed to play. This is a huge problem with D+D in general (cf linear fighters, quadratic wizards), and you're making non-casters relatively worse off than they otherwise would be.
Persuasion is completely different, because it doesn't have a defined DC framework like Hide does, and imo, it doesn't even work like that (see below). There's no objective method for determining a 22 is sufficient. (This is inevitably a 'May I' game, unfortunately).
Unlike Hide, Persuasion does not have a well-defined system for setting DCs. (And imo, you don't persuade people to do things, you persuade people of truth statements. Whether that results in them doing things depends on what believing those truth statements leads them to do).
We do have examples of Intimidate used to get 'kings' to give away their 'kingdoms' in cinema. Dick Tracy comes to mind, where Big Boy intimidates Lips into signing away the deed to the club Ritz (his 'kingdom'). In this case, Big Boy convinced Lips that he would die if he didn't sign it (that's a truth statement). Lips doesn't want to die, so he signs it. (Big Boy kills him anyway, but Lips thought he could live if he signed). If Lips had instead responded with 'then kill me', that doesn't mean Big Boy's intimidation failed - Lips is still convinced he'll die if he doesn't sign. It's just that his response to that knowledge (in this hypothetical) is to accept he's going to die. If the intimidation had failed, Lips would call Big Boy's bluff instead (maybe "you can't kill me, you need my signature"), because he wouldn't believe the threat.
We even have an example of someone asking them to do so causing a king to forsake his kingdom in mythology. India has several examples, starting with the story of King Harishchandra. (Again, what they are convinced of is a particular truth claim that causes them to forsake their kingdom as a consequence).
There's no skill for flapping your hands, so... If you flavor the fly spell as 'I flap my hands to fly', then we would all agree that works, I hope.
Batman-type stealth stunts aren't impossible, they're just beyond human ability to do reliably. Just set the DC high (like I said, a fixed DC 15 is dumb). If you don't want Batman stealth, don't play at a level where people can reliably hit DC 25.
See, this is exactly my point.
You: The DM should be in charge.
Me: The DM says no.
You: Well, the DM shouldn't be saying no.
So,....the DM should be free to rule however you want them to?
The DM shouldn't say "X is impossible" if X is actually possible. While some cinematic stunts are actually impossible, most of them are just extremely unreliable, and thus should have high DCs rather than being impossible.
Ok, but that's a Strawman. We aren't talking about the DM raising the difficulty to higher levels when it is really hard to use Stealth. We are talking about situations where it is completely unreasonable (I'm going to replace Impossible with Unreasonable because, short of the Rogue being a corpse, one could come up with some incredibly improbable circumstances that causes it to be possible) for the Rogue to use Stealth, and then people saying that the DM is doing it 'wrong' (making up rules, house ruling, etc.) for not using DC 15, and they can only be 'found' with a Perception roll with a DC of what they rolled.
The DC 15 rule is egregiously stupid, as is the idea that they can only be found with a search action.
Okay, but how do you determine what’s possible mid-game? Stopping to hash it out would be tedious for the rest of the group if nothing else, and likely would get frustrating if it recurs. End of the day the group largely needs to trust/accept the DM’s rulings for what rolls they can make, and if the DM squeezes too tight it’s probably time to bounce.
How is knowing what square they are in not finding them? In the example where someone sneaks up behind a guard in broad daylight but "they are too distracted to notice and get stabbed from behind," knowing that the person that is "hidden" is directly behind them makes it hard to imagine that they would be totally unaware. You not only know their direction, but you know the direction of their movement, so you would know they were moving directly towards you.
In the "box of junk" example, you aren't looking for the "junk", you're looking for the box that the junk is in. And if that "box" is only hidden because they are crouching behind a low wall, then yeah, you will find it easily.
It tells you direction and their direction of movement. So you can walk towards them and find them. I'm not saying that the moment you cast the spell you will know where they are and they won't be "hidden". But you can find them without the perception check just by continually moving in the direction you know they are. You shouldn't need to roll a Perception check if the magic in your head is saying "north, north, north, northwest, west, east, west, east," because you'll know when you "went too far". And in general, the person is "hiding" because they are behind some kind of cover or obscurement, so finding them on the other side of that wall or bush or whatever is exactly what the spell is designed to do.
Scrying an Invisible (as the spell) creature doesn't let you see them because you literally cannot perceive them through sight at all. But a Hidden creature isn't Invisible (spell) invisible, it's Invisible (condition) invisible, which means if I'm standing a foot away from you and looking directly at you and there's nothing between you and me (no cover, no obscurement, nothing) then I should be able to see you.
And then of course as kenclary noted, tremorsense should be able to find a "hidden" creature without the Wisdom (Perception) save as well. It says “A creature with Tremorsense can pinpoint the location of creatures and moving objects within a specific range, provided that the creature with Tremorsense and anything it is detecting are both in contact with the same surface (such as the ground, a wall, or a ceiling) or the same liquid.” How that would not be the same as "finding" them is beyond me. You know exactly where they are. They would still get the benefit of the Unseen Attackers rules, but not of the Invisible condition.
I have to be brief for now and haven't had a chance to catch up on the rest of the thread so I'll just respond to this for now with a summary of where to find these rules.
To start, being hidden means that your location is unknown because you are unseen and unheard. (See: Unseen Attackers and Targets)
To become hidden (unseen and unheard), when circumstances are appropriate for hiding (see: general rules), you take the Hide action to try to conceal yourself (See: Hide action). The requirements for doing this are: While you are in an Unseen position, you try to make yourself unheard. If successful you become and remain unheard. However, you only have the benefits of this successful action "while hidden", which means "while unseen and unheard" (see above). In addition, even while remaining unseen and unheard, there is a list of things that will actively cause you to stop being hidden (unseen and unheard) immediately.
On that you will get little argument from me.
And, again, I'm not saying people are 'doing it wrong' if the DM is allowing Batman/Naruto level Stealth shenanigans. If that is the game people want to play, that's what they should be doing.
I am only taking offense with the concept 'DC 15, you got to beat my roll, and I don't have to have any concerns whatsoever about cover after I made my roll' and that those who disagree are, somehow, making up their own rules.
I'm not sure how this relates to anything I said. While you could try to come up with specific rules for computing the target number, that seems antithetic to the 5e design philosophy, so it's probably just "roll and the DM will tell you if it worked".