As for the Rogue behind the wall, they can "do this over and over again" at the cost of their bonus action and provided they roll high enough.
Thread necromancy here.
My biggest problem with Stealth is that any rogue past level 5 will almost never be "not hidden" when using his cunning action. "Roll high enough" isnt much of a factor since any old rogue with expert in stealth (which let's be real they all take), with only 16 dex (which could be 18 at 5th level) will have +9 (or +10) to stealth. The amount of creatures with more than 12-13 Passive perception is abysmal. This gets exponentially worse as we get higher in levels.
Fast forward to my level 14 group in Dungeon of the Mad Mage. The rogue 9/fighter 5 has a WHOOPIN +15 to stealth from expertise and 20 dex. NOTHING ever percieves him because even on a Nat 1 (I remind everyone that automatic failures on a 1 only applies to attacks, RAW) he still gets 16. The best Passive Perception i've seen on a monster thus far in that campaign i think is a 19 or 20 and even that gets bear 75% of the time which is insane. Thank GOD they never found a cloak of elvenkind and even then i dont think he would use an attunement slot for it.
I still havent found homebrew rules to cull this a little without making stealth impossible for the rest of the party which would be a bigger issue and is the reason i havent implemented any house rule to balance other than "if you hide in the same place twice you get disadvantage" which again let's be real doesnt impose much chance of a failure on a 80 to 100% success rate.
I really have gripes with PP as a DC for stealth because theres the whole 11 to 20 range which you never hit while the rogue always has that chance. Stealth in 5e is too easy for any character with expertise (And i dont wanna hear any "Oh but thats what the character does!" , he is basically untargettable in combat and can dish out a ludicrous amount of damage on his own from getting the unseen attacker advantage). I REALLY hope i one day learn we're playing it wrong and it should be harder (not impossible) but so far every time i check we're doing pretty much everything by the book, especially hiding in plain sight being impossible but just a corridor corner is enough or a doorway even if the room is flat empty...
Thanks for coming to my ted talk.
-A DM of 8-years on this game frustrated by stealth since its inception.
If the creature is unseen then they can hide. If they are visible or in a place they can be seen then it doesn't matter how high they roll they can never hide while clearly seen.
The only benefit of being hidden and out of sight of another creature is that when you make your first attack you have advantage. The fighter/rogue with extra attack would only have advantage on their first attack roll - not the second.
If someone walks around the corner then the creature who hidden is clearly visible and is no longer hidden - no check required - so hiding around a corner only gives the character advantage on their next ranged attack from that corner.
However, a stealthy rogue who is invisible can easily hide every turn and force opponents to guess where they are. On the other hand, invisible starts to fail when creatures have truesight or the See Invisible spell (though there is some debate about whether an Invisible creature would lose the Invisible condition and its benefits when seen by a creature affected by the See Invisible spell).
Finally, Steady Aim was added in Tasha's to allow the rogue to have advantage on their attack rolls (and enable sneak attack) by foregoing their movement. Rogues are intended to be able to land their sneak attack almost every turn in order to stay somewhat comparable to the damage and abilities of other martial characters with multiple attacks and spells.
In my experience it really hasn't been much of an issue. If creatures want to attack the rogue hiding around the corner - they run around the corner and do so. If the rogue wants to expend their bonus action to try to get advantage on their next attack then that is fine since they are intended to be run that way and they can always use Steady Aim if there is no cover available to hide behind.
Also keep in mind the search action. It's there for a reason. Some feats allow it to be used easier. Also, look at dragons special senses and ability to search (as a free or bonus action? I don't recall). Nerfing stealth makes these abilities useless, and the intent is there for them to be used.
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If the creature is unseen then they can hide. If they are visible or in a place they can be seen then it doesn't matter how high they roll they can never hide while clearly seen.
The only benefit of being hidden and out of sight of another creature is that when you make your first attack you have advantage. The fighter/rogue with extra attack would only have advantage on their first attack roll - not the second.
If someone walks around the corner then the creature who hidden is clearly visible and is no longer hidden - no check required - so hiding around a corner only gives the character advantage on their next ranged attack from that corner.
However, a stealthy rogue who is invisible can easily hide every turn and force opponents to guess where they are. On the other hand, invisible starts to fail when creatures have truesight or the See Invisible spell (though there is some debate about whether an Invisible creature would lose the Invisible condition and its benefits when seen by a creature affected by the See Invisible spell).
Finally, Steady Aim was added in Tasha's to allow the rogue to have advantage on their attack rolls (and enable sneak attack) by foregoing their movement. Rogues are intended to be able to land their sneak attack almost every turn in order to stay somewhat comparable to the damage and abilities of other martial characters with multiple attacks and spells.
In my experience it really hasn't been much of an issue. If creatures want to attack the rogue hiding around the corner - they run around the corner and do so. If the rogue wants to expend their bonus action to try to get advantage on their next attack then that is fine since they are intended to be run that way and they can always use Steady Aim if there is no cover available to hide behind.
During battle, they're also likely distracted by your teammates and stuff, just remember that.
Homebrew: Creatures | Magic Items | Races | Spells | Subclasses
I keep seeing if they are visible when trying to hide...however doesn't the halfling ability to hide behind a teammate override this?
Also keep in mind the search action. It's there for a reason. Some feats allow it to be used easier. Also, look at dragons special senses and ability to search (as a free or bonus action? I don't recall). Nerfing stealth makes these abilities useless, and the intent is there for them to be used.