Mind you the argument of "There's no way someone could stay hidden in a room" will pop up. I'll simply counter with "There is no way someone can raise the dead or stop time". Better yet, there is no way the rings amulet and helms should be as overpowered relative to available sneak gear.
It's magic environment. Spot and Listen gear is Magic, wouldn't those interested in stealth have gear which makes them counter available Spot/Listen gear?
Without gear it's nearly impossible for a sneak to do so even with all feats. But in a realm where people can stop time and raise the dead, you can be sure someone would make darn sure they could do the dance in between you and the other person your speaking to without you knowing. It's called magic.
The NWN stealth system has a lot of variables people really don't know about but they are there behind the scenes. Know that I'm all for a dedicated spotter or listener to be able to catch sneakers, but a level 2 char dedicated to spotting shouldn't easily be able to catch someone 10 lvls plus, nor should non-dedicated spotters/listeners.
My main point are:
1) Ease to make spotter/listener through just gear and buffs which are more common.
2) Difficulty in locating sneak gear to counter available detection gear.
For those curious as to the system modifiers:
Passive (default) mode
Trap detection radius: 5ft
Trap detection rate: 6 seconds (every round)
Trap detection roll: d20
Spot/Listen roll: d10
Active (Detect) mode
Trap detection radius: 10ft
Trap detection rate: 3 seconds (twice per round)
Trap detection roll: d20
Spot/Listen roll: d20
Stealth checks
Player detects stealth: 5 times per second
Player rolls for hide/move silently/spot/listen: 6 seconds
NPC detects stealth: 4 seconds
NPC rolls for hide/move silently/spot/listen: 6 seconds
Listen/Move Silently:
* Automatically cannot detect silenced creatures
* Can only detect invisible (or when you're blind) creatures within the max attack range.
* Cannot hear sanctuaried creatures
* If there is something between you and the target (including creatures) there's a modifier of +5 DC for every 40cm of thickness in outdoor areas
* In indoor areas, if the LOS is blocked and the target is within 4 tiles (dfs search) there's a modifier of +2 DC
* Area listen check modifiers
* +10 DC if you are in combat
* +5 DC if the target is standing still
* -5 DC if you are standing still
* +1 DC for every 3 meters of distance to the target
* Relative size modifiers (Tiny: +8, Small: +4, Medium: 0, Large: -4, Huge: -8)
* Favoured enemy bonuses
Spot/Hide In Shadows:
* Automatically cannot detect invisible creatures
* Automatically cannot detect anything while blinded
* Area spot check modifiers
* During Night, if you do not have a light on you (including weapon lights and darkvision) there is a +5 DC modifier
* During Night, if the target has a light on them, there is a -10 DC modifier
* For stealthed players only, there is a +5 DC if they are in the back arc
* +10 DC if you are in combat
* +5 DC if the target is standing still
* -5 DC if you are standing still
* Relative size modifiers (Tiny: +8, Small: +4, Medium: 0, Large: -4, Huge: -8)
* Favoured enemy bonuses