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Author: Eamon Caddigan <eamon.caddigan@gmail.com>
Date:   Wed,  2 Apr 2025 21:32:24 -0700

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diff --git a/content/posts/dnd-hiding/index.md b/content/posts/dnd-hiding/index.md @@ -0,0 +1,196 @@ +--- +title: "Hiding in D&D (2024)" +date: 2025-04-02T21:23:44-07:00 +draft: false +categories: +- TTRPGs +--- + +{{< aside >}} + +This post is a major departure from what I usually write. I’m feeling inspired +to branch out by the [April Cools’ Club](https://www.aprilcools.club) (which I +learned about one day late), but I also want to be less precious about what I +post here in general. I played D&D online with friends during the Covid +lockdowns, and since moving I’ve picked up playing---and more recently +DMing---at a game shop in my neighborhood. + +{{< /aside >}} + +The new version of the Dungeons & Dragons Player’s Handbook changes the way +that hiding is handled, and some dungeon masters (DMs) and players I’ve talked +with expressed confusion at the rewritten rules. Here I discuss the rules as +written (RAW), the way I think they were intended to be played, and suggest +some variations to the rules that other DMs may want to try at their tables. +I’ll quote and link to the [D&D Free Rules +(2024)](https://www.dndbeyond.com/sources/dnd/free-rules), but nothing in the +published books contradicts what I have here. + +First, let’s see what the rules actually say about hiding: + +> With the [Hide +> action](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#HideAction), +> you try to conceal yourself. To do so, you must succeed on a DC 15 Dexterity +> (Stealth) check while you’re Heavily Obscured or behind Three-Quarters Cover +> or Total Cover, and you must be out of any enemy’s line of sight; if you can +> see a creature, you can discern whether it can see you. +> +> On a successful check, you have the [Invisible +> condition](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#InvisibleCondition). +> Make note of your check’s total, which is the DC for a creature to find you +> with a Wisdom (Perception) check. +> +> The condition ends on you immediately after any of the following occurs: you +> make a sound louder than a whisper, an enemy finds you, you make an attack +> roll, or you cast a spell with a Verbal component. + +This tells us: + +- Hiding is an action[^bonus] +- A character must have cover and be out of sight to hide[^cover] +- Success is determined by rolling against a fixed DC +- Successfully hiding grants the Invisible _condition_, but doesn’t literally +make a character invisible +- The Invisible condition ends, immediately, if any of the following occurs: + - A character makes a sound “louder than a whisper” (which includes casting a + spell with a Verbal component) + - An enemy finds the character by making a Wisom (Perception) check against + the initial Dexterity (Stealth) check[^dc]; notably, only _one_ enemy needs + to find the character for the condition to stop affecting _all_ enemies + - The character makes an attack roll + +*Are you saying that you can hide, walk out into the open, and still be as good +as invisible? Even with no cover? That makes no sense!* + +Well, whether or not it makese sense in our “fantasy world of monsters and +magic” is subjective, but under RAW, the answer---I argue---is yes! + +The rules list things that would cause a player to lose the Invisible +condition, and leaving cover is not listed there[^list]. I think this is +intentional; I _believe_ that the intent is to allow characters to hide and subsequently benefit from their hidden state, for instance, by gaining +[Advantage](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#Advantage) +on an attack---even when that means leaving cover. + +Judging by the number of discussions I’ve gotten into about this rule, this is +not clear, and I agree that there are points of ambiguity. For instance, does a +monster need to use the [Search +action](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#SearchAction) +on its turn to find a hidden player, or can they make the Perception check +whenever they choose to? Can an enterprising thief “hide” first thing in the +morning, and invisibly walk into a treasure vault later in the day? + +Since the rule is currently unclear[^unclear], I think some degree of +home-ruling will be required to play the game. Here are options I’ve considered +myself or heard in conversation: + +## Invisibility ends when a character leaves cover + +I think this is the worst choice, but it’s the one I hear the most. + +If this was the intent of the rule, it would have been easy to include this +condition in the wording for the Hide action. Again, I believe the rule was +written the way it was so that (e.g.) a rogue could duck behind cover, hide, +and then jump out and stab a monster. This is the sort of thing that people who +like playing rogues like doing in the game, and I hope not too many DMs take +players’ fun away by nerfing the Hide action. + +## Finding is a “free action” + +The text for the Hide action specifies the DC for finding a hidden character, +but not that it requires one of the limited actions that can be performed during +a turn. Finding can be a “free action” that enemies take at the beginning of +their turn to spot a hidden player character. + +This feels like a departure from the rules, and it might slow down combat. That +being said, there are already places in D&D where there’s a grey area around +whether _doing something_ requires an action or not. For example (with emphasis +added): + +> ...The DM **might** require you to take the Utilize action to open a stuck +> door or turn a crank to lower a drawbridge. + +This doesn’t seem as bad as nerfing the Hide action by requiring constant cover, +but I don’t think I’ll run games this way; nobody likes it when the DM rolls the +dice too much. + +## Contest out-of-cover invisibility using passive perception + +Players’ characters and their enemies have Passive Perception scores, which +“[reflect] a creature’s general awareness of its surroundings”. When a hidden +player leaves cover, it seems reasonable that their more perceptive enemies +would be most likely to spot them automatically---this could be handled testing +the Dexterity (Stealth) roll against opponents’ Passive Perception scores. + +I like this better than the two previous options. It still feels like an +explicit departure from RAW, which require enemies to roll checks to find +players’ characters. + +## Invisibility has a time limit + +DMs could also give the invisibility conferred by a successful Hide action a +time limit, ending (for example) at the end of the hidden character’s next turn +(assuming that it wasn’t already ended by one of the conditions explicitly +listed). This approach would let characters attack from hiding, but not stand +out in the open for multiple rounds. + +This feels like a reasonable compromise---it lets players do what they actually +want, and prevents shenanigans that certainly stretch the intent behind the +rules. + +For example, in a game following a literal interpretation of the rule and +eschewing the workarounds I dismissed above, a player could argue that their +character’s animal companion, after successfully hiding in the first round of +combat, would be able to maintain its Invisible condition while performing the +[Help +Action](https://www.dndbeyond.com/sources/dnd/free-rules/rules-glossary#HelpAction) +on every subsequent round, or until one of the enemies spends at least one +action finding it. I haven’t seen anybody try this strategy, but it could get +annoying. + +## Use RAW in combat, handle hiding outside of combat separately + +Overall, I think it’s fine to follow a fairly literal interpretation of the +hiding rules for combat encounters, and that’s what I intend to do when I +DM[^fornow]. + +Sure, a player could take their character out of combat for a few rounds to +prolong their invisibility, but characters built to hide well also tend to be +“strikers” who deal a lot of damage per round. A rogue who stays invisible for +multiple rounds to get positioned for the perfect attack is giving the DM’s +monsters more time to beat up on everyone else. Seems like a fair trade. + +Outside of combat, I’d avoid the “invisible all day” loophole by treating each +new “scene” as a new opportunity to hide. As a character scouts a dungeon, ask +the player to roll a new Stealth check any any time they become aware of a new +enemy. If they (improbably) pass multiple checks, it will happen against a +background of mounting tension and rising stakes, and should provide a lot of +fun for the table. + +## Just be consistent + +Whatever approach a DM takes, the most important thing is to apply the rule +consistently to all characters and enemies alike. Everyone wants to have fun, +and that’s facilitated by keeping the surprises confined to the story and rolls +of the dice. + +[^bonus]: Although some characters and monsters have abilities that let them + hide as a “bonus action”---most famously, the Rogue class gains this ability +at Level 2. + +[^cover]: There are also abilities that change this. + +[^dc]: Since the enemy is making a D20 test, they only must meet or exceed the + stealth roll to find the character. + +[^list]: It’s reasonable to treat this list as exhaustive. For example, the + [Invisibility](https://www.dndbeyond.com/spells/2619116-invisibility) spell +has conditions that end the condition that are similar to those listed under +the Hide action, but the more powerful [Greater +Invisibility](https://www.dndbeyond.com/sources/dnd/free-rules/spell-descriptions#GreaterInvisibility) +spell doesn’t. + +[^unclear]: I was taught in grad school that you can’t really argue with + somebody who tells you (in good faith) that something is unclear to them. + +[^fornow]: For now, anyway. I might change my mind after playing or running + enough games.