Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
In solasta it makes you unable to know where the enemy is, which invisibility in tabletop does not (you have to hide to do that, and you're treated as heavily obscured when you hide).
It also makes you unable to Target the invisible character, which is again not how it works in tabletop. In tabletop you just get disadvantage on attacking them.
So guides are probably using tabletop rules.
Of course greater invisibility is better, and with two sorcerers you can do it to a whole party.
I'll disagree here. Specifically because of how short greater invisibility lasts. 1 minute isn't enough to do any real scouting, and unless you know for sure that an encounter is coming (which is kinda like reading a module before playing it), it isn't really a viable option. Now there is an interesting argument to have two casters holding up invisibility on the group while a sorcerer has see invisibility up on themselves, and then when combat starts, they cast greater invisibility on themselves and another party member. I could see this working just fine. That said, it still requires invisibility to pull off.
So I see this argued sometimes and I come down on the other side. Heavily obscured reads:
"A heavily obscured area—such as Darkness, opaque fog, or dense foliage—blocks vision entirely. A creature effectively suffers from the blinded condition (see Conditions) when trying to see something in that area."
So by saying that characters know where something is when it is heavily obscured should allow any players to know where every monster is within a dungeon, because all monsters in the dungeon are heavily obscured from them (They have vision to them blocked entirely). This is obviously absurd. So the only other option is that having vision blocked entirely means that you don't know where a creature is unless you take an action to determine it some other way (listening at a door for example).
So if a character goes invisible in the books, another character may take a turn listening to try to pinpoint them, and then point them out to the rest of the party, but they don't automatically know where they are.
Also, greater invisibility lasts only a minute. Not long enough to do scouting runs. It's also two spell levels higher, while characters can get access to invisibility at level 3, allowing those two sorcerers to use it pretty much right from the start of the game.
"For the Purpose of hiding, the creature is heavily obscured. The creature’s Location can be detected by any noise it makes or any tracks it leaves."
You still have to hide to have someone not know where you are, which most people requires an action (thief rogues can do this as a bonus action).
You're not just automatically heavily obscured, you need to hide. Without hiding enemies still know where you are and can target you normally (though with disadvantage).
You didn't quote the first part: "An invisible creature is impossible to see without the aid of magic or a Special sense."
So again, unless PCs can know where all monsters are, even if they can't see them, they still don't need to hide. And if you say that invisible characters give away their position with noise, then surely that is true for all the monsters in the dungeon, the characters can just listen without needing to take an action, and know immediately where all monsters within their hearing range are.
Yes, impossible to see. Not hear, or see footprints or other clues, as referenced in the second part.
You need to hide to be heavily obscured, the other creatures in the dungeon are heavily obscured unless you have line of sight.
The heavily obscured for hiding purposes means that when you hide you're heavily obscured (the same as being out of line of sight). You still need to hide to do that.
Jeremy Crawford the rules master of 5e confirmed this in sage advice. "but unless invisible creatures attempt to sneak, something reveals their general location."
https://dmdavid.com/tag/how-well-do-you-understand-invisibility-in-dungeons-dragons/
Crawford discusses this at 29:38
https://dnd.wizards.com/podcasts/dragon-talk
Plus there's tons of other sources that confirm this.
https://www.belloflostsouls.net/2022/01/dd-invisibility-doesnt-work-the-way-you-think-it-does.html
Also this> "You need to hide to be heavily obscured"
Is wrong. (For the most part) You can't hide unless you're heavily obscured. With your reading of the rule, most characters could never hide, because they couldn't become heavily obscured unless they hid, but they would need to hide to be heavily obscured.
Also, Crawford has given contradictory responses to multiple rules over the years, and his advice changes. It also is only to give guidance to GMs, not to be strict rules, so I'll stick what what's in the book.
https://www.enworld.org/threads/on-rulings-rules-and-twitter-or-how-sage-advice-changed.679712/
It's titled James haek on dnd writing, way down the list. At 29:38 is where Jeremy Crawford talks about the invisibility rule.
And yes, for the purpose of hiding (as it strictly says in the invisibility condition), you are heavily obscured. So you can hide in plain sight while invisible when normally you couldn't, because for the purpose of hiding, you are heavily obscured. Thanks for clarifying that about the invisibility condition.
You still need to hide though for that to be relevant.
PwT is great, don't get me wrong. But sometimes you can't get past areas you want to because of patrolling enemies, and it doesn't provide protection from cutscene boss fights. For example in the necromancer manor, at a few points you open a door, and then have to deal with a possible boss fight immediately. That's where invisibility really shines. There's no way to know which doors lead to boss fights, so Greater Invisibility is impractical, while invisibility allows you to easily set up.
I mean, the GMs of this very game don't agree with that ruling, so you're obviously wrong there. Also, just because lots of groups run things wrong, doesn't mean that I have to agree that they aren't wrong. Most groups get social interactions within 5e wrong as well. That doesn't mean that I won't actually follow the rules as written.
Solasta also has wrong advantage rules too (regular rules have it if you have 20 sources of advantage, it only takes one source of disadvantage to cancel it out, while solasta would require 20 sources of disadvantage to cancel it out).
Ranged rules are obviously homebrewed in solasta (because map sizes don't account for regular ranged rules). Among many other things. Doesn't mean that's the rules in tabletop.
Rules as written are stated exactly as I said. Solasta and yourself are doing rules as interpreted, and making invisibility stronger than it normally is.
I mean, I guess most groups are as well, as with your interpretation of RAW, you should know where every creature is due to the sounds they make. Doors don't block sound, and if you can tell where creatures are without having to see them based on sounds alone, then it follows you should know where all creatures are. This seems absurd to me, so I'll continue to play with people having to make checks to locate invisible creatures, just like I'll continue to require checks to determine what monsters are on the other side of a closed door.
Your take on this matter is absurd.
I don't know why you keep arguing about knowing where every creature is in a dungeon. Knowing where something is takes line of sight to the spot where they are, and proximity to the target.
An invisible person 10 feet away from you can easily be detected - unless they hide and thus become heavily obscured.
They are not heavily obscured until they hide, I don't know what part of that you aren't understanding.
I'll reiterate right from the players handbook once again, "For the Purpose of hiding, the creature is heavily obscured. The creature’s Location can be detected by any noise it makes or any tracks it leaves."
Remember that part at the start - "for the purpose of hiding "