Pathfinder versus 3.5 Stealth / Hide / Move Silent


Rules Questions

Liberty's Edge

Situation A:

A rogue is sneaking through an area. There's a guard. Whether the rogue is uncovered goes like this:
3.5: The rogue rolls a Hide check, and a Move Silent check. The guard rolls a Spot check once the rogue is in line of sight- if it beats the Hide check, the guard sees the rogue. The guard also rolls a Listen check (depending on the terrain, this could be before or after he rolls the Hide check- it's not quite clear at what distance he gets this check). If he succeeds, the guard hears the rogue, and presumably sounds the alarm or begins actively searching.
Pathfinder: The rogue rolls a single Stealth check. The guard rolls a single Perception check. If the guard beats the check, he sees or hears the rogue (not sure which one).

Question set A- Is that correct, that the guard and rogue must only roll once? How do I determine whether the guard sees or hears the rogue, or is it both?

Situation B:

Same as (A), but now the rogue has a coin with Silence cast on it. He doesn't have to bring the coin within range of the guard.
3.5: he rolls Hide, and the guard rolls Spot. The guard doesn't get a Listen check, and the rogue doesn't have to mess with moving silently.
Pathfinder: he rolls Stealth, and the Guard rolls Perception. Does he get a benefit to being totally silent? Is there a bonus on his Stealth roll?

Question B- How does a fully silent rogue work in Pathfinder?

Situation C:

Same as (A), but now the rogue is invisible (he doesn't have the silent coin).
3.5: He rolls Move Silent, opposed by the guard's Listen. The guard doesn't get a Spot check unless he's actively seeking to discern an invisible opponent (no). If the guard wins, he hears something- he'll presumably sound the alarm and begin actively searching.
Pathfinder: The rogue rolls Stealth and the guard rolls Perception. If the guard wins, he hears the rogue, etc. Does the rogue get a benefit, a plus to the roll, for being invisible?

Question C- How does an invisible rogue work in Pathfinder?

Situation D:
Here the rogue has both tricks from (B) and (C)- he's invisible and has the Silent copper piece.
3.5: The rogue is undetected.
Pathfinder: The rogue is undetected.

Question D: Is that right?

The Exchange RPG Superstar 2010 Top 16

The base Perception check to see someone is 0. The Perception to hear someone walking is 10. So the invisibility should give the rogue a +10 in Pathfinder, since the guard is using a weaker sense.

Perception encompasses all 5 senses, so there's a chance that the guard might be able to smell the rogue in Pathfinder.

Liberty's Edge

....

Ok, where are the rules for sneaking down a hallway then? So you say question D, there's still a DC. And stealth encompasses your ability to not be WHIFFED?


How the guard senses the rogue is completely up to the GM. Its really all flavor if he hears him or sees him. Perception has a lot of misc. modifiers, so feel free to add whatever ones you want for things like silence. Being invisible is a +20 to the stealth check if sight is being used. Silence doesn't list a modifier, but something similar is not out of line.


cfalcon wrote:


Question set A- Is that correct, that the guard and rogue must only roll once? How do I determine whether the guard sees or hears the rogue, or is it both?

You roll once and it represents both abilities. If you loose the opposed roll then the guard perceives you. If the situation merits both hearing and seeing then the DM can say whether or not its both, but the default in that case should be.

cfalcon wrote:


Question B- How does a fully silent rogue work in Pathfinder?

The guard still has a chance to see the rogue when applicable, but doesn't have the chance to hear the rogue.

cfalcon wrote:


Question C- How does an invisible rogue work in Pathfinder?

As pathfinder has it laid out there is a bonus, while there is not one listed for silence.

It is a bit strange, but it would apply when trying to perceive based upon sight.

Note that in 3.5 pinpointing square based on hearing alone was a 20 point adjustment, so that this is the same adjustment for invisibility can be construed as attempting to pinpoint via sound as well as attempting to see the 'light distortions' via invisibility (as one could with a high enough relative spot check notice an invisible target in 3.5).

cfalcon wrote:


Situation D:
Here the rogue has both tricks from (B) and (C)- he's invisible and has the Silent copper piece.
3.5: The rogue is undetected.
Pathfinder: The rogue is undetected.

Question D: Is that right?

No. There is still a chance to see the invisible rogue.. in both 3.5 and Pathfinder.

-James

The Exchange RPG Superstar 2010 Top 16

cfalcon wrote:


Question set A- Is that correct, that the guard and rogue must only roll once? How do I determine whether the guard sees or hears the rogue, or is it both?
james maissen wrote:
You roll once and it represents both abilities. If you loose the opposed roll then the guard perceives you. If the situation merits both hearing and seeing then the DM can say whether or not its both, but the default in that case should be.

According to the Pathfinder RPG:

Skills wrote:
Try Again: Yes. You can try to sense something you missed the first time, so long as the stimulus is still present.

So, if the guard fails to hear the rogue, and the rogue moves out closer and could be seen, the guard might well get a new roll.


Chris Mortika wrote:


So, if the guard fails to hear the rogue, and the rogue moves out closer and could be seen, the guard might well get a new roll.

Well the guard could take a move action on his turn to 'look around' and get another roll.

But as to a single reactive check during the course of one round, I think I'd limit it to a single roll. It seems both in the spirit and the wording of the rules consolidating the two pairs of opposed skills into one pair.

-James


Yet another iteration of D&D where the stealth rules are poorly defined.

If I could ask for anything in Pathfinder 2.0, it would be for rules that cover sneaking, detection, sniping, and initial encounter distance in a clear and robust manner.


Invisibility is +20, absolute silence at +10 sounds like a good house rule. I think you are going to have to house rule this one.

Its probably a good trade off. Four rolls from everyone to sneak down a coordinator got a bit monotonous

Liberty's Edge

BigNorseWolf wrote:
Invisibility is +20, absolute silence at +10 sounds like a good house rule. I think you are going to have to house rule this one.

Sounds like it.

I would also assume that silence would offer another advantage- that of halving or eliminating the armor check penalty to Stealth. Mostly I think that's supposed to be clinks rather than can't-wiggle-rights.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
james maissen wrote:
No. There is still a chance to DETECT the invisible rogue.. in both 3.5 and Pathfinder.

Fixed that for you.

Unless you have see invisibility, true seeing, or something similar, it is ABSOLUTELY IMPOSSIBLE to see an invisible thing. Not being able to SEE it is the very definition of invisibility. Detecting an invisible creature, on the other hand (through another sense, by noticing footprints, etc.) IS absolutely possible.


My biggest problem with Pathfinder skills was always the Stealth skill. That was something they should've kept separate as Hide and Move Silently. Because I encounter the same exact problems with it.

My largest one --- Invisibility.

How the hell does Invisibility grant a +20 bonus to Stealth for not being seen AND HEARD?! Does invisibility muffle sound as well?


Razz wrote:
My biggest problem with Pathfinder skills was always the Stealth skill. That was something they should've kept separate as Hide and Move Silently. Because I encounter the same exact problems with it.

I'm sure this was considered, but it was resulting in too many die rolls and comparisons.

It helps you not be noticed by sound because sound is not a primary sense for most things, especially humans. If you hear the scuffle of foot steps behind you, you look and there's nothing there, chances are pretty good you're going to pass it off as an echo or a strange sound or a harmless rat. We get these kind of false positives a thousand times a day in real life.


Ravingdork wrote:
james maissen wrote:
No. There is still a chance to DETECT the invisible rogue.. in both 3.5 and Pathfinder.

Fixed that for you.

Unless you have see invisibility, true seeing, or something similar, it is ABSOLUTELY IMPOSSIBLE to see an invisible thing. Not being able to SEE it is the very definition of invisibility. Detecting an invisible creature, on the other hand (through another sense, by noticing footprints, etc.) IS absolutely possible.

I wanted to use see to distinguish it from hear, etc.

I grant you that even with the perception check you could not target the invisible rogue via spell/attack, but you would pinpoint the square visually.

-James


I suggest you read the rules regarding invisibility.

Liberty's Edge

I think the merging of the Spot / Listen and Hide / Move Silently skills is one of the things Pathfinder does right (and I am someone who prefers 3.5 over PF).

In the instance of the Silence Spell I wouldn't necessarily provide a bonus, instead I would simply not ask the player to roll stealth until his character was potentially in the line of sight of the guard. So if the charcter is crawling along behind the other side of a low wall - no test.

If the guard is generally standing with his back to the character when he breaks cover I would even potentially not call for a stealth roll then, as there is no chance of the guard turning in response to a sound.


DigitalMage wrote:

I think the merging of the Spot / Listen and Hide / Move Silently skills is one of the things Pathfinder does right (and I am someone who prefers 3.5 over PF).

In the instance of the Silence Spell I wouldn't necessarily provide a bonus, instead I would simply not ask the player to roll stealth until his character was potentially in the line of sight of the guard. So if the charcter is crawling along behind the other side of a low wall - no test.

If the guard is generally standing with his back to the character when he breaks cover I would even potentially not call for a stealth roll then, as there is no chance of the guard turning in response to a sound.

Except there is no facing in Pathfinder


Theo Stern wrote:

Except there is no facing in Pathfinder

Rules like "there is no facing in Pathfinder" usually apply to situations like combat. What happens outside combat is more heavily affected by the DM than the RAW rules. The DM is there to decide how his NPCs react in a natural and enjoyable way. It would be even better if the DM could randomize some reaction for example he could give the NPC 1% chance of looking that way.

Liberty's Edge

Theo Stern wrote:
Except there is no facing in Pathfinder

I was assuming the scenario was outside of combat, and thus no battle map in place - in combat all bets are off as people are on guard, look all ways and lashing out at any perceived threats.


First set of housr-rules:
1) determine the guard's best sense (most often sight)
2) if the rogue has a special effect against that sense, he gets a bonus up to +40 (like invisibility does for sight)

Second set:
1) determine the guard's senses used (sight, scent, tremorsense)
2) the rogue gains a bonus for each effect against each sense (but if two effects affect the same sense, only the better one applies)

I like the second set. Silence would give +10 since, even if there's no facing rules, the rogue would know to move only when the guard turns around. There would also be additional spells to mute other senses (scent, for instance). For tremorsense, the obvious fly spell helps, too.

Going the non-magical way, you might want to learn stealth from real-world examples. Sneaky predators know to put themselves against the wind when hunting preys with scent. Creatures with blind sense can be sneaked upon by crawling. Creatures with tremorsense can be approached by tip-toeing bare-footed. These aren't included in the rules, but can be house-ruled easily.


Stealth has always been one of the hardest things for me to manage as a GM.

Case in point, last weekend I ran an encounter where five hobgoblins were sneaking through the woods on patrol into an ambush set by the PCs who had used the druid's owl companion to spot them from the air.

As I interpret the rules it means that I have to roll stealth five times for the hobgoblins, five times for the pcs considering the bonuses from cover and concealment, roll perception five times for the hobgoblins, and finally roll perception five times for the PCs. Then I have to keep track of who notices who.

Can someone please tell me that I am doing this wrong?

I have thought about simplifying group stealth scenarios by rolling a single die for each group and then adding the respective bonuses or just doing an uber metagame and placing everyone's stealth/perception values on the battlemat so that you know who you can attack.


If playing detailed games is your stuff, go for it. Personally, I'd make one check per group. When a group stays more or less together (in order to communicate discreetly), chances are that perceiving one allows to perceive the others - or at least a rough estimation of the group's size.

Now, if you plan an ambush with enemies waiting in different trees with bows at the ready, that's another kettle of elves altogether...


Yeah, it might make more sense to roll group perception based off of the highest one in the group. In the above scenario I assumed, since the PCs did their due dilligence, that they would surprise the hobgoblins.

Just one of the million rules that I am forced to bend during any given session.


Justwanted to say there is facing in pathfinder, but only for one type of thing walls and tower shield like effects, require facings. Justsaying...


In my houserule, I'd say there is face outside of combat, but in combat it is assumed you are more alert and facing everywhere at all times.

This improves sneaking by someone, but most combat consistent to what rules are so simplifier/speeds up combat.


Seems like a good time to mention that Ultimate Intrigue has information regarding better ways to handle Stealth vs. groups and provides clarifications.

Have fun everyone and stop the necromancy. Only you can prevent thread resurrections.

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