
NorrKnekten |
The observer assumes you were the only one to be found 'in the area he searched' but would not neccesarily assume you came alone nor that there aren't others. So despite the others being 'mechanically' unnoticed the enemy might still have an idea that the others are there?
Yeah I think thats a good way to handle that.
Even though as said, the way initiative with hidden enemies and the undetected condition is written makes it seem like you cannot be unnoticed to a creature who merely suspects a creature is there, even if they have no knowledge of the creature other than "There was a noise". Ultimately I don't think too much thought was put into the unnoticed condition, It is after all such a small mechanical part that outside of Vigilante and Assassin it doesn't see much use.

SuperParkourio |

It's not unheard of for a single creature to conduct an ambush, so I would think the observer wouldn't know for certain whether or not an apparent lone ambusher has allies.
I also think more care should have went into the unnoticed condition. Avoid Notice should more clearly spell out when the condition is granted.

SuperParkourio |

"You repeatedly Sneak in an effort to avoid notice while traveling at half speed.
"If you're Avoiding Notice at the start of an encounter, you usually roll a Stealth check instead of a Perception check both to determine your initiative and to Sneak (based on their Perception DCs, as normal for Sneak, regardless of their initiative check results). This Sneak loses the secret trait.
"In either case, you are unnoticed to any observers whose Perception DCs you succeed against unless and until something gives away your presence."

NorrKnekten |
Maybe, Currently theres not much that actually requires or uses it. Instead of avoid notice being more clearly spelled out I think its rather the condition itself and the general rules regarding detecting creatures that could be further improved so its clear that its not mere suspicion that is enough. Even though as you have showed, Avoid notice could be more clear that it is the sneak action.
"A creature that is unnoticed has not yet been detected trough senses or other signs of its presence(such as footprints,dead or unconcious creatures, trampled vegetation or other tracks.)"
But as said, This is getting a bit offtopic

Deriven Firelion |

It seems to me all these extra rolls lead to constant failure. PF2 is built to failure 40 or 50 percent of the time for at level creatures unless you max a skill out. So if you have to roll to avoid notice and getting lucky enough to succeed, then you have to roll to start hidden during initiative with a 40 to 50 percent failure chance, then you are almost guaranteed failure for at least half the group.
That feels like why bother.
I think we may have figured this math out early in the game, which is why we stopped using Avoid Notice years ago. I think this is why I forgot how this worked because we tested it, found it was a pretty big waste of time, and reverted to letting those that can use stealth well do it like a rogue who can be guaranteed to sneak or hide with Sneak Adept as well as a dex focus and maxed out skill.
Avoid Notice I guess works ok if having to move against fairly weak creatures. Not so great once you reach the higher failure rate where you are almost guaranteed to get caught, especially if you try to ambush and roll initiative with Stealth.

NorrKnekten |
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Rogues if anyone probably has the least to gain from Avoiding Notice appart from rolling stealth as initiative. With their suprise attack feature they only need to act before someone, Doesn't matter if they fail as long as they aren't dead last.. which they most likely won't be since skill investment is basically free for them and bonuses to stealth rolls plenty.
if a non-Rogue Fail? Well who cares, you are still hidden so enemies are still offguard to a ranged attack, you are better defended and you can sneak as normal.
A melee character failed? Well who cares? They are still more defended than they otherwise would've been and you still apply cover to their initiative, A simple corner becomes +4 and beats out incredible initiative.
Here is another line of thought however; If you arent bothering with sneaking past, or getting a better position and preparation before initiative, or even care about the difference between undetected compared to undetected and unnoticed. Then ofcourse the roll is a waste of time, You aren't interacting with the reason to why its there. Even if most of the time its just there so that if you fail you begin the encounter.
Your exploration roll isn't to become unnoticed, You already are, its to stay unnoticed as you move around.
Your initiative isn't a roll to start hidden, You roll to stay undetected and become hidden if you fail.

Deriven Firelion |

Maybe that is a feature? Maybe even rogues are not supposed to easily get the advantages of stealth against those harder foes?
It is a feature of the entire game for everything. Everything is set for around a 30 to 60 percent failure rate meaning the more rolls, the higher the chance of failure.
PF2 is built that way. It makes certain feats like Sneak Adept extremely powerful as it substantially reduces the failure rate for any class with something like it.
As a DM I have to ask myself is this level of failure working as intended or satisfying the adventure fantasy? Constantly failing stealth checks if not specialized or failing tons of checks? I don't know if it's very fun for groups.
That's why I try to reduce rolls. Increased rolls may make things like attack rolls better since you land more attacks with more rolls, but for things like Stealth or Skill checks where one failure ruins everything more rolls leads to increased failure. Increased failure for Stealth and some skill checks doesn't look that great in a story game like PF.

Bluemagetim |

Bluemagetim wrote:Maybe that is a feature? Maybe even rogues are not supposed to easily get the advantages of stealth against those harder foes?
It is a feature of the entire game for everything. Everything is set for around a 30 to 60 percent failure rate meaning the more rolls, the higher the chance of failure.
PF2 is built that way. It makes certain feats like Sneak Adept extremely powerful as it substantially reduces the failure rate for any class with something like it.
As a DM I have to ask myself is this level of failure working as intended or satisfying the adventure fantasy? Constantly failing stealth checks if not specialized or failing tons of checks? I don't know if it's very fun for groups.
That's why I try to reduce rolls. Increased rolls may make things like attack rolls better since you land more attacks with more rolls, but for things like Stealth or Skill checks where one failure ruins everything more rolls leads to increased failure. Increased failure for Stealth and some skill checks doesn't look that great in a story game like PF.
Isn't removing the failure opportunity on stealth just stacking one more advantage on the rogue which is already the best class in the game?

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It seems to me all these extra rolls lead to constant failure. PF2 is built to failure 40 or 50 percent of the time for at level creatures unless you max a skill out. So if you have to roll to avoid notice and getting lucky enough to succeed, then you have to roll to start hidden during initiative with a 40 to 50 percent failure chance, then you are almost guaranteed failure for at least half the group.
That feels like why bother.
Which, to go full circle, is the reason you take Quiet Allies if your party is going to be Sneaking.
One roll, so either the entire party succeeds, or the entire party fails, and the odds are much better.
When I ran Prey for Death, the five person party only failed at a stealth check in the infiltration section about 1 time in 5 or 6. Other than the Rogue, no one was better than Trained in Stealth, though I believe everyone was Trained. (Or maybe Untrained Improvisation with a good Dex.)

Deriven Firelion |

Deriven Firelion wrote:It seems to me all these extra rolls lead to constant failure. PF2 is built to failure 40 or 50 percent of the time for at level creatures unless you max a skill out. So if you have to roll to avoid notice and getting lucky enough to succeed, then you have to roll to start hidden during initiative with a 40 to 50 percent failure chance, then you are almost guaranteed failure for at least half the group.
That feels like why bother.
Which, to go full circle, is the reason you take Quiet Allies if your party is going to be Sneaking.
One roll, so either the entire party succeeds, or the entire party fails, and the odds are much better.
When I ran Prey for Death, the five person party only failed at a stealth check in the infiltration section about 1 time in 5 or 6. Other than the Rogue, no one was better than Trained in Stealth, though I believe everyone was Trained. (Or maybe Untrained Improvisation with a good Dex.)
Until you roll initiative.

Deriven Firelion |

Deriven Firelion wrote:Isn't removing the failure opportunity on stealth just stacking one more advantage on the rogue which is already the best class in the game?Bluemagetim wrote:Maybe that is a feature? Maybe even rogues are not supposed to easily get the advantages of stealth against those harder foes?
It is a feature of the entire game for everything. Everything is set for around a 30 to 60 percent failure rate meaning the more rolls, the higher the chance of failure.
PF2 is built that way. It makes certain feats like Sneak Adept extremely powerful as it substantially reduces the failure rate for any class with something like it.
As a DM I have to ask myself is this level of failure working as intended or satisfying the adventure fantasy? Constantly failing stealth checks if not specialized or failing tons of checks? I don't know if it's very fun for groups.
That's why I try to reduce rolls. Increased rolls may make things like attack rolls better since you land more attacks with more rolls, but for things like Stealth or Skill checks where one failure ruins everything more rolls leads to increased failure. Increased failure for Stealth and some skill checks doesn't look that great in a story game like PF.
No. The rogue is already the only class that can near guarantee stealth. It's making it so only the rogue should even bother using stealth.

Ravingdork |

Here is another line of thought however; If you arent bothering with sneaking past, or getting a better position and preparation before initiative, or even care about the difference between undetected compared to undetected and unnoticed. Then ofcourse the roll is a waste of time, You aren't interacting with the reason to why its there. Even if most of the time its just there so that if you fail you begin the encounter.
There are those who will tell you that using it to get close is doing it wrong.

Bluemagetim |

Bluemagetim wrote:No. The rogue is already the only class that can near guarantee stealth. It's making it so only the rogue should even bother using stealth.Deriven Firelion wrote:Isn't removing the failure opportunity on stealth just stacking one more advantage on the rogue which is already the best class in the game?Bluemagetim wrote:Maybe that is a feature? Maybe even rogues are not supposed to easily get the advantages of stealth against those harder foes?
It is a feature of the entire game for everything. Everything is set for around a 30 to 60 percent failure rate meaning the more rolls, the higher the chance of failure.
PF2 is built that way. It makes certain feats like Sneak Adept extremely powerful as it substantially reduces the failure rate for any class with something like it.
As a DM I have to ask myself is this level of failure working as intended or satisfying the adventure fantasy? Constantly failing stealth checks if not specialized or failing tons of checks? I don't know if it's very fun for groups.
That's why I try to reduce rolls. Increased rolls may make things like attack rolls better since you land more attacks with more rolls, but for things like Stealth or Skill checks where one failure ruins everything more rolls leads to increased failure. Increased failure for Stealth and some skill checks doesn't look that great in a story game like PF.
Sneak adept does upgrade failures but without it a rogue is just like anyone else who invests in stealth.
So up to level 9 they are not any better than anyone else and only the rogues that get sneak adept will have that safety net of sneak adept.
NorrKnekten |
NorrKnekten wrote:Here is another line of thought however; If you arent bothering with sneaking past, or getting a better position and preparation before initiative, or even care about the difference between undetected compared to undetected and unnoticed. Then ofcourse the roll is a waste of time, You aren't interacting with the reason to why its there. Even if most of the time its just there so that if you fail you begin the encounter.There are those who will tell you that using it to get close is doing it wrong.
Unless you mean yourself with no explanation as to why, There is no one in that thread saying that. What is being said however is that you cannot expect a single diceroll to get you close enough to fondle someone regardless of how the far the distance or how cheeky one would be.

Deriven Firelion |

Deriven Firelion wrote:Bluemagetim wrote:No. The rogue is already the only class that can near guarantee stealth. It's making it so only the rogue should even bother using stealth.Deriven Firelion wrote:Isn't removing the failure opportunity on stealth just stacking one more advantage on the rogue which is already the best class in the game?Bluemagetim wrote:Maybe that is a feature? Maybe even rogues are not supposed to easily get the advantages of stealth against those harder foes?
It is a feature of the entire game for everything. Everything is set for around a 30 to 60 percent failure rate meaning the more rolls, the higher the chance of failure.
PF2 is built that way. It makes certain feats like Sneak Adept extremely powerful as it substantially reduces the failure rate for any class with something like it.
As a DM I have to ask myself is this level of failure working as intended or satisfying the adventure fantasy? Constantly failing stealth checks if not specialized or failing tons of checks? I don't know if it's very fun for groups.
That's why I try to reduce rolls. Increased rolls may make things like attack rolls better since you land more attacks with more rolls, but for things like Stealth or Skill checks where one failure ruins everything more rolls leads to increased failure. Increased failure for Stealth and some skill checks doesn't look that great in a story game like PF.
Sneak adept does upgrade failures but without it a rogue is just like anyone else who invests in stealth.
So up to level 9 they are not any better than anyone else and only the rogues that get sneak adept will have that safety net of sneak adept.
Yeah. On top of the massive number of skill increases and dex focus. The sneak adept makes it near guaranteed from level 9 up. It's almost always a very solid feat choice.
With foil sense, swift sneak, and blank slate you are nigh undetectable.

Errenor |
It seems to me all these extra rolls lead to constant failure. PF2 is built to failure 40 or 50 percent of the time for at level creatures unless you max a skill out. So if you have to roll to avoid notice and getting lucky enough to succeed, then you have to roll to start hidden during initiative with a 40 to 50 percent failure chance, then you are almost guaranteed failure for at least half the group.
Just to check. Have you noticed that this is completely wrong as NorrKnekten for example mentioned? If you fail on Stealth as Initiative you are hidden, not observed! Observed is a critical failure.

SuperParkourio |

If you bring your allies with you to tail a suspicious NPC, you'll have to Avoid Notice. If anyone fails, the NPC might abandon their plans to visit headquarters since they noticed someone following them. The NPC might even lure the PCs into an severe ambush set up by the NPC's cult to dispose of anyone tailing them.
If you really want to bring your allies, then Quiet Allies will be useful here, as it's only one roll instead of four.
Alternatively, you can improve your odds further by just not taking your allies. Still one roll, but it's your modifier rather than the worst in your party. There's even a feat designed to help with this solo strategy. But if you nonetheless fail and get lured into that ambush...
"Don't you know, you never split the party!"

Ravingdork |
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If you bring your allies with you to tail a suspicious NPC, you'll have to Avoid Notice. If anyone fails, the NPC might abandon their plans to visit headquarters since they noticed someone following them. The NPC might even lure the PCs into an severe ambush set up by the NPC's cult to dispose of anyone tailing them.
If you really want to bring your allies, then Quiet Allies will be useful here, as it's only one roll instead of four.
Alternatively, you can improve your odds further by just not taking your allies. Still one roll, but it's your modifier rather than the worst in your party. There's even a feat designed to help with this solo strategy. But if you nonetheless fail and get lured into that ambush...
"Don't you know, you never split the party!"
Another great way to increase party Stealth is to have an Expert in Stealth take Quiet Allies, and have the character with the highest Stealth modifier take the Keen Follower general feat.
That way it is one Stealth check for the whole party at the party's highest Stealth modifier.

Deriven Firelion |

Deriven Firelion wrote:It seems to me all these extra rolls lead to constant failure. PF2 is built to failure 40 or 50 percent of the time for at level creatures unless you max a skill out. So if you have to roll to avoid notice and getting lucky enough to succeed, then you have to roll to start hidden during initiative with a 40 to 50 percent failure chance, then you are almost guaranteed failure for at least half the group.Just to check. Have you noticed that this is completely wrong as NorrKnekten for example mentioned? If you fail on Stealth as Initiative you are hidden, not observed! Observed is a critical failure.
So they start off Hidden if they had cover to hide, but the enemy knows their approximate location if they have cover and can see them if they don't. So it will depend on terrain, cover, and distance to the enemy.
This makes it easier.
I still have no interest in multiple rolls and convoluted stealth rules. Just going back to running it as I was running it to get things rolling fast with less wasted time rolling with a single check for stealth and initiative when the combat starts.
As this is a rules forum, I'll leave the conversation as how I run things at home for speed and efficiency isn't by the rules.