4E D&D: Revisiting the Stealth Rules
Last month, I wrote a post regarding the way that the stealth rules work in D&D 4E. Since that time, Wizards has introduced updated stealth rules in the D&D Compendium (which I reviewed last month). With the update, two major changes have been made.
When can I make the stealth check to hide?
It now specifically states that you can only make a stealth check at the end of a move action. So, now, you move, hide, then attack if you want. There is no more hiding as part of your attack action.
Can my ally provide cover so that I may hide behind them?
The answer is now a resounding no. Allies still provide cover from ranged attacks, but the new rules state that you can make a stealth check to hide “only if you have superior cover or total concealment against the enemy or if you’re outside the enemy’s line of sight.”
Since allies do not provide you superior cover or total concealment, nor do they keep you out of an enemy’s line of sight, you cannot hide behind said ally.
Conclusion
I’m glad they updated the rules on stealth. I’m also glad they updated the D&D Compendium with them.








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Joshua Randall August 4th, 2008 at 1:58 PM
I like these changes. Thanks for blogging about them.
I’ve heard some people complain that without being able to hide behind allies, rogues won’t have enough chances to gain combat advantage (via hiding). Maybe, maybe not.
One thing to point out is that many of the WotC-published 4e adventures, starting with Keep on the Shadowfell, feature combat maps with lots of tables / pillars / entrances in them. I think the idea is that, if all goes well for the rogue, he starts off the combat by attacking from hiding, then on subsequent turns hides beneathe a table / behind a pillar / around a corner and can essentially re-enter the fight in a later round, once again with hiding.