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so what is the 5e rule to pickpocket then?
This is a problem of any similar RPG and it's widely connected to "kill the merchants" issue. Most of the player don't rape the game by exploiting these mechanics. But there is a certain minority that just don't care whoever is killed because it's extra XP anyway. I assume you can do it easily here, but once you get into Baldurs Gate, the guards won't be that merciful :D
In DnD it's pretty similar, it's just the fact noone will do it in the group because it's stupid, annoying and DM will slap your fingers pretty soon if you gonna do it over and over again.
Player: "Can I tell what this guy has on him?"
DM: "Roll a Wisdom(Perception) check to try and notice what he has"
*Roll*
DM: "You see a coin pouch and a really fancy timepiece hanging from his hip"
Player: "I'd like to try and snag that watch"
DM: Okay, Roll a Dexterity(Sleight of hand) check. I'll roll his Wisdom(Perception) if he's alert or just his Passive Perception if he's not paying attention and if you beat him, you can take it. But I'm going to say that if you lose by more than 3 points, he notices.
*Rolls*
DM: "You take the watch, and his pants apparently"
but this is basically what I am talking about :D You either play the game as it suppose to be or you don't care much of the roleplaying and you just bull-rush through it like a wrecking ball, because you care more about the profit :D
Do this on your DM :D Most fun :D https://www.youtube.com/watch?v=dGF3B3t3TME
Holy cow, I just realized I've only ever cheesed through my tabletop sessions and every freaking other game with any sort of stealth or line-of-sight option. Here I thought I was being tactical.
What is a non-cheesy way to use stealth?
Non-Cheese:
Using stealth to move into position to get a drop on your opponent. Slipping past him to reach a higher position and prepare to open up with a strike while they're unprepared
Cheese:
Using stealth to make a strike, running away until combat breaks, wait until they return to their position, repeat until win
Also, if you unsuccessfully fiddled with pickpocketing the victim just wags a finger at you the first time.
Creatures have a passive perception, and there is an active perception. Passive is just that, the ability to notice things, and awareness of surroundings, no roll is required. Active perception is when the creature is deliberately trying to locate you, it takes a roll, and is an action. No one is going to stand around as someone shoots arrows at them from concealment, they are going to actively search for that person. SO, my solution is this.
In combat, a creature, as an action, can search for any player controlled stealthed character, upon a succesful check, the player controlled character is revealed on the board to all for that round. Beggining on the revealed characters next turn, they can try and stealth again. This makes character proficient in stealth more likely to stay hidden against the active perception check, less so for those non proficient, and still gives a chance to reveal the proficient stealther. (Nat 20's happen).
Of course, out of combat this active check does not apply, because there is no reason for the creatures to be looking for stealthed characters. Passive only to reveal.
This might alleviate some of the cheese that stealth provides in the game. No hope for the barrelmancy though, as long as there are barrels, people will hoarde them to trivialize more aggressive combat.
It depends. Strike, run and hide, strike again is a very well explored tactic irl as well. Many enemies cannot afford to chase you far, they have to stay in postiion. I agree, they should be more alert with every encounter but basically, I think it's fine that the combat breaks.
With guerilla tactics or terrorism, it is similiar. An overwhelming force (countries / governments) struggles to fight significantly smaller groups with worse funding because they have a lot of rules to obey.
In BG III my group has defeated a significantly larger and stronger group by baiting them to a broken bridge with one character. The bridge was prepared with fat and oil to cut the enemies off once they reached their destination. There were only 2 archer s.t. all other enemies were slaughtered without a fight.
This was possible because the fight did NOT break. A tactician would have easily avoided the trap and returned / repositioned its pawns.