taaz@biglemmowski.win said in How to handle stealth & detection without bogging it down?: > I should try the offloading though that is good tip, my players are bit meta/gamey
Be judicious in what you off-load to them, then. Maybe don't let them track which NPCs can see which PCs, but let them track which NPCs the PCs can see. Make sure they're all tracking their own HP, and not leaving that to you. Let one of them handle calling out initiative, telling everyone who's up and who's "on deck". These all work towards treating you more as the player of the NPCs and less as the person who's organizing/running the game.
One thing you can do with stealth and initiative, when the NPCs are the ones hiding, is just be transparent about how many enemies there are. Say something like "You think you can hear three distinct sets of sounds." This makes it so that NPCs are never Unnoticed (which is how the designers seemingly wants you to treat it, anyway). This lets you roll initiative for all of the hidden NPCs openly, and incentivises the players to start looking for them. This keeps it so the players can keep track of the initiative order, even when there are hidden enemies.
Yeah. At least for my sessions, the biggest sources of stealth play tend to be things like bushes (which I scribble on my play mat like I'm 4 years old), or things like furniture, so I hear you. It's easy to say "here are all the ways stealth could happen", but the reality is that most spaces that people will actually spend time in will not have an abundance of hiding places, and trying to create them can feel very contrived. Feint gets used so much more often than Hide/Sneak.