Save or Die: Yea or Nay?

Save or Die


I think we broadly agree in understanding - we just want to play very different games :)

Could well be. ;)

Hence the caveat I put in - no SoD monsters on the Wandering Monster Table.

If a basilisk is wandering around the ruins, it is on the WMT in my game. Of course, potential indicators are also all around the ruins as well. ;)

I believe that the 1e WMT were intended, at least in part, to give a spur to DMs trying to figure out what to put on each level. Taken as a whole, though, the Gygaxian approach to monster and treasure placement is not to simply roll on tables. There is an excellent description of the approach in the 1e DMG, and you do it no justice by imagining that the WMT was the end (or even necessarily the beginning) of that approach.

One of the ideas in 1e that has fallen by the wayside in later editions is that some monsters simply occur far less frequently than others. "A" medusa doesn't have to be "the" medusa of myth, but it is pretty unlikely that a character is going to encounter a plethora of medusae if the DM is populating his milieu following the RAW.

I love reading the 1e DMG. I really, really love Gary's prose. But I also agree that there were things that were not explained well enough in the books, because they were essentially written for an audience that already knew (or was imagined to know) the basic gist of what Gary was saying.

But the major elements in 1e are intended to support each other, and to support a particular style of play. They do this remarkably well, IMHO. With the advent of 2e, and then even more so with 3e, though, these elements were either removed or changed without the ramifications being fully understood.

(Again, IMHO. And working on an SRD-based game designed to play more like certain older games, while taking advantage of later developments I like, I have spent many moons now -- far longer than I thought I would be spending -- determining through playtest and error exactly how these things work together. Game design makes you appreciate game design, and game revision helps you to see where previous game revisers failed.)

Depends what you mean by "a mechanic with value" - any extra mechanic at any point bloats the system leading to negative value because it makes the whole thing larger, buliker, and harder to understand. (Again, this is the point of Exception Based Design - the negative value is massively reduced).

I think that many game situations should be exception-based, personally. In Encounter Area A there is a Free Reaction Reflex save DC 10 to avoid tripping on a loose step. It applies nowhere else, and I don't have to use the same DC for the poor architecture of another staircase somewhere else.

Of course, this might be a result of doing setting design in 3e, where everything seemed to have a set vaule that one should look up (shudder).

I just might :)

And, when you do, I'll remind you that you said "4e sucks at classic dungeoncrawling". Because, IMHO, many of the reasons that this is so are the same reasons why it is less sandbox-friendly than, say, 1e. But for all of 3e's "back to the dungeon!" I'll certainly admit that 4e has some advantages over 3e for dungeon exploration.



RC
 

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Neonchameleon said:
But you assume didn't like is the same as didn't understand.
I don't think so. I think he assumes that a mismatch between proclaimed ends and what actually results indicates a lack of understanding of the means that one has screwed around with and screwed up.

Tunnels and Trolls disagreed. RuneQuest disagreed. 4e disagreed. 3e was incoherent.

(I'd love to play Arnesonian D&D on the other hand)
Arnesonian D&D had instant death critical hits. It also had a DM whose whim was the sole determinant of what rules would apply when. It also had a first-level dungeon in which 3 of 7 keyed encounters were with multiple spiders (presumably poisonous) and 1 of 3 wandering monsters was a wraith.

A possibility of a wraith on the first level was standard D&D, but Arneson took the randomness of his encounters further.

"Thus there was a chance that any type of creature could be found on any given Dungeon Level." (FFC, p. 45)

An unguarded treasure on the second level was "Jewels, Ring of Protection, Spell Storing, Spell Turning".

The eighth level (one of the older ones) featured two balrogs(!!), a giant worm and a giant insect, their neighbors being handfuls (1-10 figures each) of lycanthropes, trolls, and ...goblins.

Basically, Arnesonian D&D seems to me like the Gygaxian, only with "random death" (and random treasure!) dials turned way up. It looks, I think, similar to the Wardian and Hargravian games.

Also, I really did not get the impression that Dave was more concerned than Gary about naturalistic ecology -- just the opposite, really. (Also one of his favorite "traps", really a trick, was just a big time waster, IIRC, although I don't remember details.)
 
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I don't think so. I think he assumes that a mismatch between proclaimed ends and what actually results indicates a lack of understanding of the means that one has screwed around with and screwed up.

Tunnels and Trolls disagreed. RuneQuest disagreed. 4e disagreed. 3e was incoherent.

Exactly.

"You must spread XP around yadda yadda yadda."


RC
 

Ok, I wanted to address this point somewhat directly. I beleive Planesailing brought it up originally - the idea that the Bodak example from earlier (Rogue sneaks up to a house, sees a Bodak, dies) shouldn't work because, if the Rogue is hidden, he obviously can't meet the Bodak's gaze.

And, I'm sorry, I just don't think there is any merit to that. At least, not in terms of the actual rules. If someone wants to house rule that, feel free, I get the sense behind it, but I don't think the rules support it in any way, and the second people are justifying their arguments by house rules, the issues returns to the system, not the DM.

As has been pointed out by others in this thread, the circumstances of the bodak in the window probably should not have resulted in the rogue’s death as described. IMHO, that was a case of classically bad GMing.

...

The PC rogue sneaks up to the cabin and peers in the window. He does so successfully, which rather indicates that the inhabitant(s) are not looking at him. But, rather than treat the encounter as one in which the PC gains information (which he undertook, please note, significant risk to gain), the GM decides that the bodak’s gaze attack applies.

I'm sorry, the DM running the rules correctly is not bad DMing. Hiding from a creature does not make you immune to its gaze attacks, period. Note, I'm discussing this from how gaze attacks worked in 3rd Edition (since that is where the encounter happened), so if they were wildly different before that... fair enough.

Buy if I'm fighting a Bodak, or a Basilisk, or a Medusa, and I spend my turns hiding in the shadows and shooting them, I'm not immune to their gaze attacks. Their gaze attacks involve me looking at them. It doesn't matter if they can see me or not. If Perseus is invisible, and standing in front of a Medusa, and meets its gaze, he turns to stone. If a rogue is in the shadows, spying on a Bodak, he's still subject to saving vs death.

Now, you could argue that there is no guarantee the Bodak is looking in his direction. And there, maybe, you might have a point, and could make up some chance as to whether the Bodak is looking that way or not. Of course, 3rd Edition doesn't work like that - there is no facing. Gaze attacks happen when you are within a certain range and look at the creature - you can only avoid it by looking away entirely or trying to avert your eyes. Those are the rules.

The idea that if you hide from a creature, this somehow physically prevents it from looking in your direction - I'm sorry, but there's no justification for that. And arguing that running the rules the way they are written is the fault of the DM here, rather than ths system, is absolutely absurd.
 

Sorry, but you are adding significant material to what is presented in order to draw that conclusion.

Look, all I can say is that I read those quotes as indicating you expected PCs to always be given warnings of what they would encounter. You don't feel that is what you are saying, that's fine. Nonetheless, that is how it came across, to me. Let's focus on the biggest example, here:

You hear about Some Awful Creature, come across a carcass of its kill (which demonstrates that it could take down a manticore in flight, and seems to have some sort of acid attack), then spy the creature on the wing, and only then have to deal with it to meet some goal.

You aren't describing having the PCs search for info about a creature. You are describing a scenario in which you, the DM, specifically have:
1) NPCs tell them about the creature;
2) Them come upon the aftermath of a battle that reveals the attacks it uses;
3) They actively see it and can ID it before they ever have to fight it.

That is the example you gave. As, specifically, your style of play, and what you were advocating. As, specifically, one of only two options, the other one being to encounter the creature with no clues at all.

Having presented that, do you really find it hard to beleive that the impression I got was that you were advocating handing PCs complete warnings about every upcoming encounter??

You have more recently argued that you are instead advocating leaving various clues that the PCs have the potential to find if they go looking for it. I am willing to accept this as your actual position. But I don't think it was unreasonable on my part to have come to a different interpretation of your view earlier, based on what you actually said.

As for “at the very least were always making informed decisions that lead to whatever their fate may be” you seem to miss the idea, no matter how often repeated, that it is the player’s responsibility to ensure their PCs are informed. The players, not the GM, determine when the PCs have enough information to act.

I... though that it hadn't been your point of view that 'the players were at fault' if they walk into a Save or Die fight without fair warning?

I want to try and confirm this, because I feel like I may be misreading your point again. But are you saying that:

-If players enter a room with a Save or Die Encounter, either:
-They are responsible for not having found enough information; or
-The DM is responsible for not having provided enough warning signs or made the warnings easy enough to find.

Is this your view?

Because that may be the sticking point of this discussion. I see a third option - that there could very well be encounters that the PCs do not find or get sufficient warnings to know everything about in advance. That, in fact, the presence of such things seems almost inevitable in any game that actually has an 'internal consistency' - creatures adept at stealth and deception exist. Not every creature's tracks and leavings will inevitably be stumbled across by the PCs. Many creatures are similar enough in nature that the signs of their presence aren't going to reveal their specific identity.

And in those situations where PCs do enter an encounter without knowledge of what they will be fighting, the fault is not with the players or with the DM. It is an inevitability of the setting and the system.

Which is perfectly fine. It, in fact, only becomes an issue when SoD enters the picture - and introduces the potential, in those encounters, to die before being able to take any action.

Just as a note, this is part of my point. You can come up with scenarios in which a creature's footprint is obvious. I can come up with scenarios in which it isn't. But I'm not trying to prove that your examples aren't reasonable - I'm just trying to prove that both scenarios exist.

No one is arguing that both scenarios do not, AFAICT.

That is absolutely what you have been arguing.

If that isn't, then why have you felt the need, every time a scenario was presented which would have given a reason for PCs to not come across obvious clues or warnings, you've responded either by proclaiming it bad DMing or trying to give 'counter-examples' of similar scenarios with warnings, as though that invalidated the scenarios I had presented?

do the players happen to have the right skills? Do they look in the right place?

I was going to ask how these are a matter of luck, but you already answered my question:

Now, you can tie those elements into player ability

I walk into a dungeon. In one of these rooms are clues about the nature of a monster. The monster itself is found in another room or wandering the corridors. Is it really an issue of player skill if I happen to go down the path that encounters the monster before I find the clues about it?

Or are you suggesting that are clues should be found at the entrance to the dungeon, or the DM should make sure the players find the clues before the monster finds them? At which point I think you are getting away from the claimed goal of consistency, and instead getting into something else entirely.

After all, if the goal is having a setting in which supporting elements make the monster's presence consistent, isn't it just as likely the PCs will encounter those elements after running into the monster, rather than always having them carefully lined up beforehand?

If they run into a giant, half the party could be dead before they’ve been given that option.

Really? It has been my experience that, if PCs stumble upon a level appropriate encounter, a PC at full health will rarely be slain outright before having a chance to act. Unless SoD is involved.

There are dozens of branching points of decisions here. But if most of those decisions are uninformed, how much responsibility do you accept for that as a player? I mean, didn’t you make a decision to go down to Level Seven, informed by the knowledge that you still hadn’t learned anything about what’s down there?

Again, you are saying that if a PC makes an uninformed decision, it means either the player screwed up by not looking hard enough, or the DM screwed up by not having more clues.

Which I still find absurd. The idea that on level 6 you have to include detailed information about what's on level 7 just doesn't seem a reasonable requirement for a game to me. I'm not saying you can't run a game that way, but I don't think it should be a requirement for anyone else.

But let me take a step back, one more time, and try to emphasize what I mean by an informed decision. That's where this entire tangent started from. If you respond to nothing else, here is the core of my concern.

In combat, I know that I am turning to stone. I know that if I choose to try and finish off the Basilisk, it might result in me becoming petrified. I know that if I instead try to fight off the petrification, or get my allies to help me with it, people will be getting more and more injured.

I have an idea both of what my options are, and what the consequences are depending on what I choose. And at the end of it, regardless of the decision, I have taken a number of actions that have influenced that. That is what I mean by an informed decision, and a chance to act before that single roll that finishes me.

If I am at the stairs to level 6, and trying to decide whether to descend, that is a decision point. But what do I know? I don't know what creatures are ahead; does this mean there might be clues somewhere on this level? Should I spend time exploring this level further? What if that results in enemies coming back up from below and reinforcing the way? What if it means they notice the havoc and are prepared for my attack? If I go now, maybe I'll take them by surprise? Or maybe I'll find out more clues about them at the bottom of the stairs?

I've got lots of possibilities here. I know that either decision could have good or bad outcomes. But I have no idea as to what those outcomes might be. I can conjecture, but I don't have enough information to make a completely informed decision - even the decision on whether to look for more information is largely uninformed, since I don't know, for sure, whether there is any information behind me to be found!

And more than that, this ia decision the group reaches as a whole. It isn't an action I am taking to influence my own destiny. It is simply proceeding in one direction or another. If I then do encounter a Bodak, that's the point at which I can start making informed decisions - except that, by then, I might be dead.

Or let's go one step further. Let's say I have found what clues are available on this level, and what they have told me is that there are undead below. Let's say I even consider the possibility that there is a Bodak down there?

How do I respond? Does the party walk forward blindly in case we turn the corner and are confronted by its death gaze? That seems a poor tactical decision. And if we choose wrong, and do run into one, and die because of it?

I don't feel like I had a real chance to influence my fate. I feel like I had to make a gamble on whether to walk around blindly or not, and apparently chose the wrong answer.

Or perhaps my other choice was to just... retreat. There might be a Bodak below, so I don't go there. Or I go back to town and hope to hire a high-level cleric. Etc.

Or maybe smart enough PCs will really have answers - the Gygaxian PC, expecting anything, has a backpack filled with chickens that he carries around (his eyes closed), and if they squawk and die in his hands, he knows he's up against a Bodak. Or he carries around mirrors strapped to 10' poles, and checks around every corner with them and inside every room before entering.

Which I suppose is one approach. But not the sort of game everyone wants to play. And here's the problem that brings this all back, once again, to SoD - with any other monster ability, these concerns wouldn't be that big a deal. Run into an unfamiliar enemy, and you have a chance to learn from it and adapt, or retreat and return better informed.

Run into a SoD, and you likely don't get that chance.

Remember, again, that I'm not saying SoD are a terrible thing useless for all games. This all evolved out of me giving one specific reason I am not a fan of them - I prefer being able to act and respond and influence my fate.

And in an encounter with SSSoD, or with any other monster capabilities, I feel I have that opportunity. In an encounter with SoD, I don't. And I don't feel that the events leading up to the encounter count - not finding a specific clue the DM left, or having the bad luck to explore the passage with the monster before the passage with the clues, doesn't feel like I influenced my fate or got to take informed actions to help or hinder it.

And dying as soon as the encounter starts doesn't feel like it was my fault as a player for being unobservant, or the DMs fault for not providing the right clues - it feels like the system's fault, for having the potential for a creature to exist where an encounter starts, and I die before I ever have a chance to act.
 
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Gaze attacks happen when you are within a certain range and look at the creature - you can only avoid it by looking away entirely or trying to avert your eyes. Those are the rules.

I believe you are in error here - you seem to assume that the gaze is the gaze of the onlooker, when it is clearly the gaze of the creature.

While it is conceivable that a rogue might be hidden and end up looking straight into the creatures eyes, occams razor suggests that if he has correctly hidden, then that is a particularly unlikely result.

To my mind anybody who attempts to hide behind the letter of the rules has very little business being a DM; they lack the flexibility to make the game a good experience for everybody. IMO, YMMV etc.

Regards,
 

Ok, I wanted to address this point somewhat directly. I beleive Planesailing brought it up originally - the idea that the Bodak example from earlier (Rogue sneaks up to a house, sees a Bodak, dies) shouldn't work because, if the Rogue is hidden, he obviously can't meet the Bodak's gaze.

And, I'm sorry, I just don't think there is any merit to that.

Then, at that point, we are in such a serious disconnect, that we probably can't even discuss the SoD issue further.

Tell me, please, in terms of the actual rules, where it specifies that a bodak's gaze attack works even if it is not looking at you, and you'll be on firm ground. Otherwise, if someone wants to house rule that a bodak's gaze attack works like that, feel free, but I don't think it makes any sense -- and if the rules as written support it in any way, that would be yet another glaring problem that shows the 3e designers were not up to the task.

But I don't believe that this is the case. I don't think that the 3e rules suggest that monsters somehow attack creatures they are unaware of (although they may have special abilities that are not dependent upon their awareness of you). I could be wrong, though, as I have been distancing myself from the fiasco that is 3e over the last year or so.

And, I'm sorry, but the DM pointing to the book, and claiming that he is "running the rules correctly" may indeed be bad DMing, if the rules make no sense. Pointing to the book has never, in any edition, been an excuse for bad DMing.

In the case of 3e, "An opponent can avert his eyes from the creature’s face, looking at the creature’s body, watching its shadow, or tracking the creature in a reflective surface. Each round, the opponent has a 50% chance of not having to make a saving throw.....An opponent can shut his eyes, turn his back on the creature, or wear a blindfold. In these cases, the opponent does not need to make a saving throw.....If visibility is limited (by dim lighting, a fog, or the like) so that it results in concealment, there is a percentage chance equal to the normal miss chance for that degree of concealment that a character won’t need to make a saving throw in a given round. This chance is not cumulative with the chance for averting your eyes, but is rolled separately."

Your susceptibility to a gaze attack is not simply you looking at them. It is you looking at their face, so it does indeed matter if they can see you or not. You are completely immune to the gaze attack of a creature whose face you cannot see. If the Medusa were invisible, or had her back turned, Perseus is immune, even if she is standing in front of him.

As you say, if Perseus meets its gaze, he turns to stone.

Now, you could argue that there is no guarantee the Bodak is looking in his direction. And there, maybe, you might have a point, and could make up some chance as to whether the Bodak is looking that way or not. Of course, 3rd Edition doesn't work like that - there is no facing.

Actually, 3rd Edition does work like that: "An opponent can...turn his back on the creature...." An opponent can turn his back on a creature -- there is facing, even if it is not generally used. And it is not true that "you can only avoid it by looking away entirely or trying to avert your eyes" -- you can avoid it by not looking at the creature's face.

Those are the rules.



RC
 

Look, all I can say is that I read those quotes as indicating you expected PCs to always be given warnings of what they would encounter. You don't feel that is what you are saying, that's fine. Nonetheless, that is how it came across, to me.

Gotcha. But you seemingly ignored every correction, and still continue to do so AFAICT. That passes beyond "You don't feel that is what you are saying, that's fine. Nonetheless, that is how it came across, to me." and into something else. What, exactly, I am not sure, but it is no longer simply misreading.

And, as I said, in order to draw the conclusions you are drawing, you are adding material to what I am saying. I tend to call this "reader bias". I.e., the reader says "If I wrote X, I would mean Y" because the reader has a bias of associations related to X and Y.

Rather than give the best possible reading, some readers seem insistent that X means Y no matter how the writer might attempt to correct that misapprension.

You aren't describing having the PCs search for info about a creature. You are describing a scenario in which you, the DM, specifically have:
1) NPCs tell them about the creature;
2) Them come upon the aftermath of a battle that reveals the attacks it uses;
3) They actively see it and can ID it before they ever have to fight it.

That is the example you gave. As, specifically, your style of play, and what you were advocating. As, specifically, one of only two options, the other one being to encounter the creature with no clues at all.

Okay, now go back and read the post I wrote that in, and the post it was in response to.

I didn't say that players should be handed everything on a plate. I said that, rather than footprinting being trite, or cliched, or boring, it is more effective for the players to actually worry about things they are going to encounter (or even suspect they are going to encounter).

I.e., the monster that is built up prior to the encounter is, generally speaking, more effective than the monster that is not.

I defend this as true.

HOWEVER, that doesn't mean that every monster will be built up in actual play. Indeed, since I have stated repeatedly that I believe a fundamental tension occurs in the game between what one thinks one knows, and what is actually true, one can easily see (I hope) that it would be impossible that this be so -- it would destroy that fundamental tension!

Consider the linked example, where the PCs go chasing a manticore. The manticore is certainly built up; they are told exactly what it is. The miller is also a monster, and perhaps a worse monster. He is footprinted all over the scenario, but it is up to the players to act in order to determine what those footprints mean. Likewise, the local fey are present, and in some ways dangerous, but exactly what is happening is left for the players to interpret.

There is heavy footprinting going on; there is not a lot of "handing it to the PCs on a plate" going on.

Having presented that, do you really find it hard to beleive that the impression I got was that you were advocating handing PCs complete warnings about every upcoming encounter??

Assuming that there was nothing else presented, no. Assuming that it was taken in context of the post, the post it responded to, and the other posts in this thread, very much so.

I... though that it hadn't been your point of view that 'the players were at fault' if they walk into a Save or Die fight without fair warning?

Define "fault". I think you are conflating two meanings of the term, and I have already discussed that conflation upthread.

Fault as in "Bad player! Bad! No cookie for you!"? No.

Fault as in "Your decisions led to this"? Yep.

Likewise, it is the DM's "fault" in that he designed the setting, and determined how the setting was going to work (i.e., "fault" in the sense that "his decisions led to this"). This sort of "fault" has nothing to do with right or wrong, merely with responsibility.

If the DM specifically acted so as to prevent the PCs from using their abilities to deal with the problems -- including information-gathering -- involved (frex. if the DM didn't allow divination spells to work just 'cause it changed the way the scenario would play out in his head, when the PCs tried to find out what was in an enemy wizard's spellbook) then the DM is also at fault in the "Bad DM! Bad! No cookie for you!" sense.

I don't think players can be "at fault" in a "Bad player! Bad! No cookie for you!" sense, apart from outright cheating or bad sportsmanship, but I certainly do believe that players can be "at fault" in a "not figuring out the clues" (esp. when they become obvious in hindsight, as has happened to me as a player more than once) or a "not living up to your best potential" sense.

As a case of the "not living up to your best potential" sense, a player who exhibits poor tactics in a combat that would otherwise be easy, a player who expends resources foolishly, a player who gives up merely because things seem difficult, or a player who spurns carrying antitoxin when going into the Lair of the Poisonous Things because he doesn't think it necessary.

IOW, if players enter a room with a Save or Die Encounter, both the GM and the players are responsible. It is not one or the other. The GM created the encounter; the players made the decisions that led to their actually encountering the encounter.



RC
 

Raven Crowking said:
The idea that the Medusa's snakes can't be spotted from range is stupid. That isn't a problem with SoD; that is a problem with the monster description in the RAW (though I'd like the full and exact quote, if anyone has their 1e MM handy).

The actual statements there are unanimously positive, not negative:
Description: The body of a medusa appears quite shapely and human. They typically wear human clothing. However, the face is of horrid visage, and its snakey hair writhes, so at a close distance (20') this gives the creature away. The glaring red-rimmed eyes of a medusa are visible clearly at 30'.
The "logic" that turns the positive statements into negative ones is of the same absolutist order as reasoning that because thieves can remove small trap devices with a dice roll, there is (barring magic) no other way to deal with traps; or that because they can climb sheer surfaces and move silently, other characters cannot climb trees or move quietly.
 

Then, at that point, we are in such a serious disconnect, that we probably can't even discuss the SoD issue further.

Well, fair enough. The entire reason I tried to seperate it from the rest of the discussion was because of how disconnected it was from the main points of the discussion, and I'm not sure how disagreement here affects the rest of the topic.

Actually, 3rd Edition does work like that: "An opponent can...turn his back on the creature...." An opponent can turn his back on a creature -- there is facing, even if it is not generally used. And it is not true that "you can only avoid it by looking away entirely or trying to avert your eyes" -- you can avoid it by not looking at the creature's face.

Those are the rules.

I just see this extreme disconnect that being hidden from something means it is impossible to view its gaze.

A rogue, in combat, can't dart into the shadows, and then turn and somehow safely look upon the Bodak. Similarly, a rogue, sneaking outside a house, who peers in through the window to specifically look upon the creature inside, is not somehow incapable of seeing its gaze.

I mean, let's think about this for a second. Say I'm a rogue hiding in the shadows, watching the passerby. Do I really not get to see anyone's face? Does hiding from them really mean that they are constantly turned away from me?

No, it means that I have successfully managed to blend into the shadows so that they don't notice me. I can still identify them. I can study their features.

Think about what you would say if a rogue sneaked up to peer into a house and see who is inside, and the DM declared he couldn't get any angle at which to view the person's features, since doing so would mean the rogue himself was instantly seen? Does that really make sense?

I'd find that far more a travesty of DMing than this.

The rules you quote list the conditions for avoiding a gaze attack - to close your eyes or to look away from it. Or its face, as the case may be.

Either way, someone who is peering in a window and staring at a creature is not doing either of these things.

Planesailing said:
While it is conceivable that a rogue might be hidden and end up looking straight into the creatures eyes, occams razor suggests that if he has correctly hidden, then that is a particularly unlikely result.

I can see the rational in where you are starting from, here - someone hidden is, presumably, someone that isn't not being directly stared at by the one they are observing. But that isn't really what hiding is about - it is about concealing yourself in the shadows. If a Bodak is standing in the room, watching the door, and you look in through a window and observe it, its face remains visible to you, whether it notices you or not.

Could the Bodak happen to be looking in another direction? Maybe. But one standing at the back of the room, watching the doorway as instructed, isn't going to magically turn around or away from you because you look in through the window.
 

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