Is it this marginal, or is it just me?
Among my group of players, stealth is easily the least used skill. Drawing a stealth-related skill card at character setup amounts to a groan-inducing disappointment. (Well, not really, but almost.)
Stealth as implemented in the base game is, in my opinion, flawed design, and while I appreciate later additions like elusive monsters and the Innsmouth curfew (haven't played it yet, though), none of these really address the problem at its core.
Before we start, let's talk about probabilities. It seems accepted amongst AH players that Lore 4 investigators don't make good casters. Why? Because since most spells have a -1 modifier, the chance of casting failure at Lore 4 makes it too unreliable to depend on. For the record, these are the chances of success per dice, without blessings or bells and whistles:
1 die - 33%
2 dice - 55%
3 dice - 70%
4 dice - 80%
5 dice - 87%
As you can see, (and most likely know already) 4 dice are pretty much the magic number for successful skill checks. With less than 3, you shouldn't attempt them voluntarily, unless you're willing (and able) to burn clue tokens.
Now, how does this relate to stealth/evade checks?
First, you have to take speed into account. It takes a minimum of Speed 3 to move from one location to a location in a different neigborhood. If you want to sneak by a monster with less than that, it pretty much means you either ended your previous turn in the street, or you'll end this one in it. Either way, you passed one chance to pick up a clue or have a beneficial encounter.
Related to that, you have to take focus into account. A high Stealth doesn't help you much if it takes you multiple turns to switch between an acceptable sneaking chance, and enough speed to actually go somewhere. (Hello, Ashcan Pete!) Focus 1 characters are pretty much crippled when it comes to sneaking about.
Third, there's the monsters, obviously. More than half of them are -2 or worse. So the odds are actually worse than those of spell checks. Additionally, if you fail, you get an auto-hit, your movement ends, and you still have to fight. Since you usually don't try to sneak past monsters you have a decent chance of beating, failing an Evade check means a trip to the hospital more often than not. And even if you successfully evade, the monster remains on the board and has to be taken care of eventually.
With all these factors combined, the requirements for successful Stealth are extremely prohibitive. There are barely a handful of characters that can attempt it on a regular basis. (Wendy, obviously. Joe Diamond and Rita Young. From Innsmouth, Finn and Trish.) And even those would be better of with at least one more Speed or Stealth item or skill.
And since the prerequisites are so high, a slight bonus is often equivalent to a wasted point. An investigator with a speed/stealth spread of 3/5 is nowhere near in utility to one with 5/3, despite both being equivalent in the character creator. Speed is one of the most important skills, but it effectiveness doesn't increase linearly (sp?). Max speed 3 is similarily crippling to Focus 1, while the increase from 4 to 5 is a huge boost in effective mobility. 5 to 6 is nice, but not nearly as pronounced.
Before I continue on with a discussion of possible house rules to address this point, I'd first like to hear your opinions. Is it this bad? Or is my group overlooking something?
) - 3 looks more like that (even allowing for modifiers, since clues can offset them). I much prefer to evade monsters than waste all important time, or sanity and health facing them (shub etc not withstanding) - and my win rate (by seals) is high compared to others who play and record their results. Any bonus to my Skills is welcome over spell rerolls or Run, as I will likely get more out of it from encounter cards I face. And, Sneak is tense. Combat, I usually know more what the outcome will be, if Im going to confront IT, Im usually armed enough to know I can beat the odds. With sneakiness, Im more often playing with fire, with failure being very messy. So clues get thrown at sneak rolls more often than many other rolls (eg spells) and thus any help there potentially saves me clues and seals gates more quickly.
) Just because Sneak isn't sure-fire, allows you do evade 100% of the time doesn't mean it's broken.
), but it growing because you don't clear monsters already is a drawback to sneaking. There's also the opportunity cost of not getting monster trophies.