Zaphiel wrote: Tue Apr 14, 2020 9:44 am
Hide in plain sight feat note from
wiki:
The benefit of this feat lies in the "while being observed" part. Normally, anyone who sees a character entering stealth mode continues to see that character. With this feat, a successful spot roll is required to continue to see the character.
Dunno what makes you guys to think it is auto success.
I made a size modification here to highlight the important part of your point. In order to understand the "automatic" success, you have to dig a little further and follow the context of the stealth mechanic that is at the root of this ability.
https://nwn.fandom.com/wiki/Stealth
The most surprising mechanic of stealth mode might be that hiding does not require anything to hide behind; for example, it is possible to hide in the middle of an empty room. However, stealth mode does not make the hider disappear (unless hide in plain sight applies). That is, a creature that could see the hider at the moment of entering stealth mode continues to see the hider until something breaks line-of-sight.
When you have HiPS and enter stealth, the game
always treats you as if you aren't in LoS when entering stealth, which is why it works at all and the character can successfully hide while being observed.
When a hider enters the line of sight of another creature, opposed hide and spot rolls (repeated periodically) determine if the hider is seen. Once seen, the hider remains seen by that creature until line-of-sight is broken—additional opposed checks are not necessary. If the hider remains unseen, the opposed move silently and listen rolls may still result in the hider being heard. Unlike spot checks, a successful listen check applies only until the next check is made. So a hider that is unseen but heard one round could become undetected the next.
Stealth rolls are made every six seconds, but are checked more often than that because there are several situational modifiers to the rolls. (For these factors, see the listen and spot articles.) When a player character is doing the detecting, the opposed rolls (with current modifiers) are checked five times per second, while a detecting non-player character makes these checks every four seconds.
The underlined part is where we get into engine limitations. You enter stealth with HiPS- the game treats you as not being in LoS for that first, immediate moment, which is what allows HiPS to work. You then become a stealthed creature inside the LoS of another creature, triggering 5 detection checks against you per second.
Until this first detection check happens, because the game functionally removed you from LoS, it is not possible to SPOT you, because no spot checks have yet been made against you. You went into stealth- you disappear. A split-second later, someone makes a detect roll against you- before that split second, you simply didn't exist to them (unless they have true seeing up).
IF your detection score is high enough, depending on the timing, server lag, etc, those 5 checks per second fire pretty rapidly, and the HiPSer will fade back into view on your screen.
Listen can go through solid objects such as walls and doors, but creatures that are heard one round can become not heard the next. In contrast, Spot requires line of sight, but once a creature is spotted, it does not become un-spotted unless line of sight is broken or HiPS is invoked.
https://nwn.fandom.com/wiki/Listen
Listen isn't restricted by LoS the way spot is- so perhaps if you have an ungodly listen score you might have a partial bypass for this (your targeting options will still be restricted, though). However, listen is almost always considered inferior to spot on every server for its targeting limitations, and because the modifier list (available at the listen link) for listen is stacked blatantly against the detector, and
if you were worried about the odd high listen score that can compete with a fully kitted stealth character, you'd use a silence spell/wand/scroll/potion on yourself and listen would no longer apply to you at all (opposed listen checks automatically fail against silenced creatures).
TL;DR
This is the engine limitation that I keep bringing up. You can't be spotted until a spot roll is made against you. A spot roll is not made against you until you are a hidden creature
IN LINE OF SIGHT. When you trigger HiPS, for a brief instant, the game treats you as if you are
NOT in LoS.
Build a ranger with max wisdom and spot. Spam cure light wounds on a target with HiPS without casting haste on yourself so it stacks up in your action queue. Have the HiPS user hit stealth while wearing full plate (or just ungeared if you aren't trying to come up with a fancy build to do that with), and your action queue should cancel. If I'm wrong, fantastic, and I apologize for my years of misinformation on this subject, but having used this fact to egregious effect on Antiworld (a highly competitive arena server) and being unable to do it on Bastions of War (they disabled HiPS entirely for the reasons mentioned and so they could take away the auto-stealth break of True Seeing, including removing TS from shapechanging forms) prior to EE, I'm
very confident in my statement.