Action Types and Stealth
Added 2024-12-20 14:52:07 +0000 UTCThere are two basic schools of thought when it comes to TTRPG system design.
The first approach, embodied by games like GURPS and D&D 3e, believes that a game system is a silent, third partner at the gaming table. The DM and the players both use the rules in the same way. While they have different roles, they both follow the same rules.
I remember a designer telling me once that a DM who makes a ruling on anything not covered by the rules needed to write that down and use that rule in the future.
I'm a much bigger fan of the second approach, the one embraced by games like D&D 5e (2014 version), B/X D&D, Call of Cthulhu, and Shadowdark. In these games, the rules serve as a framework to resolve individual events.
Players have proscriptive rules that tell them what their characters can do (clerics wield blunt weapons, magic-users can't wear armor). The DM has rules that look like that for things like monsters (a troll has a +8 attack bonus and does 1d10 damage).
In other areas, the rules focus on procedures that give the DM a framework they can apply to any situation. The rules describe a general activity that can take place in the game, but the specifics are left to the DM.
The 5e vs. 5.5e approach to rope shows this off. In 5e, the rules describe the rope's length, its hit points, and its burst DC, almost like a monster stat block. In 5.5e, rope is instead Rope, with specific rules for what you can do with it (climbing is curiously absent from the description; maybe that'll be under Line in 5.75e).
Needless to say, I am a big fan of giving DMs techniques and procedures that map to how they manage the game. For me, TTRPGs are the most fun when they are driven by improvisation and creativity.
To that end, I'm categorizing actions using tags in my revision of 5e. The idea behind tags is to give DMs a tool to sort actions and determine how they work together. When a player describes an action, the DM can figure out which tags apply and use that to make any necessary rulings.
For instance, as you'll see below, the stealth rules specify that you can only use sneak actions and remain hidden. That clears up a ton of rules corner cases in 5e while also opening up design space for a sneaky rogue who can attach the sneak category to spells they cast.
This approach also saves us a bunch of words in character abilities in spells. We don't need to keep adding long-winded specifications that say you can remain hidden when using an ability, or that certain actions break an effect. We can simply use the action tags.
A few notes on stealth:
As a fan of stealth games, I wanted rules that emphasized using your surroundings to figure out where to hide and making the act of closing with a creature risky.
I've ditched passive Perception. It'll make more sense when you see the rules for exploration.
I've specified a range for searching, to make finding hidden creatures a little more tactical.
A creature searching has a chance to get some partial information on a high check result, even if the hiding creature succeeds its check to remain hidden.
Actions
Actions are the meat of your turn in an encounter. They allow you to attack, cast spells, or sway others.
Each action falls into one of several categories. The categories are listed below. Each category includes at least one basic option that you can always use. Your class might grant you more.
Attack: You make an attack using a weapon.
Focus: You concentrate to achieve a task, usually fixing your mind on mystic energies to cast a spell, activate a magic item, or otherwise tap into the supernatural.
Influence: You try to sway others with your words or deeds.
Sneak: You attempt to evade detection.
Search: You scan the area for threats or hidden objects.
Utilize: You use an item, such as a coil of rope.
Some special actions might fall into more than one category. A spell that conjures a shadowy aura that lets you hide might be both a focus and a sneak action.
Sneak
You can try to evade detection by moving in the shadows and keeping quiet. As a default when you sneak, you try to hide from others.
Requirements
You can hide if you meet at least one of the following requirements for staying out of sight:
Lighting: You are in an area of dim light or darkness.
Sight: If a creature could see you, there is sufficient cover or obscurement to block its line of sight to you.
Inattention: If a creature could see you, the DM rules it is not looking where you are hiding.
You must also meet this requirement for keeping quiet:
Sound: You avoid making noise louder than a whisper.
Check
You make a Dexterity (Stealth) check. The DC is normally 15, but the DM can adjust the DC up or down depending on how easy it is to hide in an area.
Result
If you succeed, you are hidden as long as you continue to meet the requirements given above. If you fail, you do not become hidden.
Hidden
While you are hidden, you cannot be targeted and creatures do not react to your presence.
Remaining Hidden
You must continue to meet the requirements for hiding given above to remain hidden.
If you fail to meet those requirements during another creature’s turn, you are immediately no longer hidden.
If you fail to meet them during your own turn, you are no longer hidden at the end of your turn and can’t try to hide again that turn.
Taking Actions: You can take sneak actions and remain hidden. Taking any other action means you are no longer hidden.
Search
When you search an area or object, you try to find hidden things.
Searching an Object
You can search an object up to 10 feet on each side as an action, such as a 10-foot section of wall. You roll a Wisdom (Perception) check, with the DC determined by the DM.
Scanning an Area
You can scan the area within 30 feet of you for hidden creatures. You make a Wisdom (Perception) check. If the result is 15 or higher, any hidden creatures must immediately make Dexterity (Stealth) checks using your check as the DC. If they fail, you find them.
If your check is 20 or higher, even if the creatures succeed on their checks to remain hidden you still learn that there are hidden creatures nearby. You know their general direction, defined as north, south, east, or west from you, but not their exact location or distance. The creatures remain hidden.
Comments
Neat idea! That also squares well with my ideas for building a detective-type class, a non-spell using investigator/lore master, Tyrion Lannister but not necessarily a noble.
Mike Mearls
2024-12-31 05:51:13 +0000 UTCCouldn't "Search" be an action within the "Focus" category? It feels both narratively satisfying ("focus your attention") and also mechanically elegant, since the things which prevent one often prevent the other. It also means that Search can be buffed by buffs to Focus (cause who wants to specialize in Search actions over non-Search actions, anyway?) Just a thought
Cloux
2024-12-31 03:53:34 +0000 UTCInteresting! Good point that a failed check for the initial attempt is weird. How does a character know if they are hidden or not? I'll have to think on that some more.
Mike Mearls
2024-12-23 03:52:36 +0000 UTCI wish for more opposing checks. if the player says I am going stealth then they are stealthing and thats it. in a situation where a creature might detect you. (you move within the hearing distance of a creature. a creature looking for you . moving between gaps of cover when a creature is present) then you roll a stealth check then. and the creature roll his own perception . if multiple creature present use the highest perception check with advantage. I think thats a much nicer approach give more suspense for the stealth section. the stealth roll would be immediate present when needed and not be rolled before handed and then the DM ask again what they got because they forgot.
Ahmed Yassin
2024-12-22 20:30:04 +0000 UTC