This rule lets stealthy characters lose max hp instead of failing a stealth check. When you take stealth damage, you draw back at the last second before making a huge mistake. Stealth damage represents growing unease at having been nearly detected, making you less effective at stealth and combat until a rest.
IS IT PLAYTESTED???
Yes, kinda. I used it toward the end of this actual play over at gg no re: https://ggnorecast.com/2026/02/15/244/.
But, regardless of “empirical evidence,” I believe a priori that this is a good rule.
When a stealthy character fails a stealth check:
- Get the margin of failure. This is the difference between the DC and the player’s check. If the DC is 10, and the player’s check was a 7, the margin is 3.
- Player chooses damage or failure:
- Damage. PC loses max hp = margin and is not detected. Must keep at least 1 hp.
- Failure. Normal rules apply; max hp is unaffected.
Healing stealth damage. A rest restores max hp lost to stealth damage.
At higher levels. If this seems too strong as the PCs gain more hp, have PCs lose an additional amount from max hp = their level. So a level 7 rogue would lose 7 + margin of failure from max hp instead of only the margin of failure.
Why enable stealth damage:
- Stealthy approaches become more viable. It makes stealthing through occupied rooms feasible since one failed skill check doesn’t necessarily mean you’re detected.
- Stealthy classes become more important. Having a rogue becomes even more important, which I think helps the general balance of the game.
Notes on stealth damage usage:
- Mechanical restrictions. Depending on the system you use and how much niche protection you want in your game, you could limit this only to (1) those with training in the stealth skill (if it exists in your system), or (2) certain classes, like rogue/thief/assassin/ranger.
- NPCs. I would not activate this for NPCs except perhaps for interesting stealthy villains.
