Hide in shadows vs move silently
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What is the difference between the hide in shadows thief skill and the move silently thief skill?
In D&D 3rd edition hide in shadows is checked against spot while move silently is checked against listen however spot and listen aren't skills in D&D 2nd edition.
Can anybody explain the difference between the two skills and also the stealth skill used by rangers?
In D&D 3rd edition hide in shadows is checked against spot while move silently is checked against listen however spot and listen aren't skills in D&D 2nd edition.
Can anybody explain the difference between the two skills and also the stealth skill used by rangers?
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The stealth skill by a Ranger works the same.
There's no difference between Hide in Shadows and Move Silently skills. The game just averages the two scores together every time (i.e. (HiS + MS)/2)
Here's the Dev's post about it: http://forum.baldursgate.com/discussion/comment/370098/#Comment_370098
Also, check this discussion: http://forum.baldursgate.com/discussion/34394/what-does-move-silently-hide-in-shadows-really-do
you need HiS and MS to innitiate stealth.
Formula: HiS/2+MS/2 + environmental boni/mali = chance to hide
in daylight you get a huge malus, i think about 90 or something
and you get a bonus when staying in shadows, or in darkness.
now to the difference between HiS and MS:
you need HiS+MS to initiate stealth, but you only need MS to stay in stealth mode.
after you initiated stealth mode, only MS is tested, if you stay in stealth.
so if you want to minmax those skills, only put points in MS
and if you hit the cap (250) and you want to always get in stealth mode (even in daylight) put some points in HiS.
otherwise, just ignore HiS.
afaik it's like bengoshi quoted
I think Bioware found a nice way to not let the players to flourish with skill-points. And: "Hey, it's by PnP! Not our fault!"
P.S In PnP, the Ranger only gets half of his stealth skills in urban enviroment(Stalker kit negates that), and full in the wilderness. I think it shoul've been implemented.
It sound more like: HiS+MS/2 to initiate(with penalties for daytime) and re-check with the same formula each round.
Check a detailed post by @FinaLfront : http://forum.baldursgate.com/discussion/comment/500058/#Comment_500058 and re-read the Dee's post I mentioned in the previous comment here.
So, what I, @Yamcha , @JoshBG and @Jarrakul say is right
but the formula should still apply, but just for both cases.
However, that'd have needed significant additional work from the Beamdog devs to change the engine code, so it was undoubtedly easier to leave it the way Bioware originally did it.
Why Bioware originally did it this way was presumably because they originally intended to follow PnP rules by making these two skills work differently, but I guess the distinction between the two skills was one of the numerous things that they didn't have time to implement.
Incidentally, this presumption (that Bioware originally intended that there'd be a difference between HiS and MS) is evidenced by certain items in the game which are pointless unless the skills are different. For example, the way the system was actually implemented means that the late-SoA unique-item Boots of Elvenkind are inferior under all circumstances to the Boots of Stealth which are available (with more than one copy) much earlier in SoA (and also available even in BG1) - the Boots of Elvenkind simply add 15% to the calculated Stealth ability of your Thief or Ranger, whereas the Boots of Stealth (which s/he's probably already wearing) add 17.5%, and neither item has any other effect. The Boots of Elvenkind might have had some utility if the two skills worked differently from one another, but as things stand they're a completely pointless item, which Bioware surely wouldn't have bothered to develop unless they had originally intended that there would sometimes be a use.