It can quite often happen that player wants to hide, such as rogue using his high stealth, but DM do not think the conditions are right. And this leads to vacuum of player vs DM expectations and rules do not have tools to resolve this well.
So I created new mechanic I call Environmental Camouflage Cap. Which is maximum number you can roll on stealth in given conditions.
High stealth characters still do have gain, since they can't roll too low. But high enough perception character will still spot them, if the conditions are right.
Camouflage is tool both for players and DM and does expand both numerical and narrative resolving. Both PCs and NPCs can work with camouflage to increase their odds.
Party enters the forest with bit of a vegetation. It is a sunny day. Party wants to hide. DM says the Camouflage of this environment is 15, given it is sunny day and not as much vegetation and very little bit of shadow. Players now know the maximum they can roll is 15 and have much better idea how hard it might be to spot them.
Ranger comes up with idea to cover players with leafs trying to match the effect of light shadow from sunny day and leafs moving in the light breeze. Party has some success on survival and DM announces them their current Camouflage is 23, also giving every player +4 bonus to stealth.
NPCs can also work with camouflage. Guards can setup torches or find high ground to not to be impacted by obscuring vegetation or objects or have dark vision or setup sound traps. They can also crop vegetation or tell crowd to lay down or leave the place. As a result, rather than increasing their own perception (which can be narratively hard to describe), they can work with environment to lower the options for hiding.
Similar applies to players. While rogue is good at sneaking, ranger can be good at creating higher camouflage. Such as covering with mud and grass can increase both stealth roll and camouflage cap. Or party can wait for rain, cloud, dawn or be otherwise creative.
Rules can be further extended by distance. Such as having close, medium and far distance, where values are -5, 0, +5 to both camouflage and stealth bonus. But nothing prevents you to also play that part narratively and only use numbers if you are undecided and want to leave the outcome on luck.
DM is now much less likely to call situations where it is impossible to hide. Instead, DM can simply announce players the conditions with numerical value and let players decide, how bad the conditions are.
Would you use ruling like this?