It would depend on the creature, terrain, and environmental sound. If your not a stealthy person and your unfamiliar with say walking in a forest, your going to be making more noise than another that favors that terrain (causing disadvantage or negatives to your stealth roll or bonuses to the person possibly in the area). On the other hand it could be the opposite and say there is a waterfall close by hampering sound.

Vision wise there could be a average for each race but it really depends on perception (wisdom) and on situations survival (wisdom).

I went into detail a long time ago about this relating to Drow, lower darkvision, and none. Along with how shows interact between them.

this is a copy paste from the freebe pdf of d&d 5e

Vision and Light
The most fundamental tasks of adventuring—noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few—rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.
A given area might be lightly or heavily obscured. In a lightly obscured area, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A heavily obscured area—such as darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see appendix A) when trying to see something in that area.

The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.
Bright light lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim light, also called shadows, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. The soft light of twilight and dawn also counts as dim light. A particularly brilliant full moon might bathe the land in dim light.
Darkness creates a heavily obscured area. Characters face darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.

Blindsight
A creature with blindsight can perceive its surroundings without relying on sight, within a specific radius. Creatures without eyes, such as oozes, and creatures with echolocation or heightened senses, such as bats and true dragons, have this sense.

Darkvision
Many creatures in the worlds of D&D, especially those that dwell underground, have darkvision. Within a specified range, a creature with darkvision can see in dim light as if it were bright light and in darkness as if it were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. However, the creature can’t discern color in darkness, only shades of gray.

Truesight
A creature with truesight can, out to a specific range, see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or a creature that is transformed by magic. Furthermore, the creature can see into the Ethereal Plane


Did some testing again, generally seems like stealth checks are based on terrain and darkvision doesn't come into play at all, I could be wrong on this. Bright, obscured, and heavy obscured are in the game along with advantage/disadvantage and having both canceling them out. Lae's armor gives disadvantage and tossed shodowhearts class feature on her cancelled it.

My vote would have a full circle around each character/npc for stealth checks along with a wide cone infront of them, range would depend on sight (darkvision/normal)

edit* also while having my party play around in obscured areas, while moving around I would sometimes get caught with no check, probably a bug.

Last edited by fallenj; 21/02/22 12:47 AM.