Are auras and their conditions known?

UnknownAtThisTime

First Post
I have only the RC and DMB convenient at this time, and I could not find this addressed although it surely must be somewhere:

I seem to recall that "creatures know the conditions that they are subject to".

Regarding auras, however, I have two questions about how others handle them:
1) Do PCs know an aura exists on a creature, even if they are not yet, and never have been, subject to it?
2) If they do know there is an aura, do they know the conditions it imparts before being subject to it?
 

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Yes. See the DMG discussion on gotchas.

Note also the new defender aura, which more than implies knowledge of aura effects.
 

yeah, the DMG does specifically mention letting players know about auras.

i'll admit that sometimes i just give descriptions without being completely game mechanical about it until someone is subject to it.

for example, there were some creatures with an aura that did fire damage if you started your turn in the aura so when the PCs got on the scene, i simply said "even from your distance in the doorway, you can tell there is an intense heat coming from the skeleton leading you to believe that if you stood within 2 squares of him that you would get burned" and then if someone still did get next to him, then i would explain "you feel the heat on your skin, take 5 fire damage for starting in his aura"

but i know that approach would not work with all groups as some players would feel uncomfortable with the uncertainty to the point of being stuck on deciding actions as they weighed and guessed what the fire damage might be.
 

Found my DMG and the references, pgs 26-27. However, as example they say a pit fiend with fiery ara 5 would give off clues even outside the aura. Fair enough, easy to understand. (although it seems this should be referenced in essentials products but I did not find it there.

Anyway, some creatures have much less apparent auras, which truly may not be perceived until you are subject to them. Perhaps I'll try to find one. (a wraith's mad whispers maybe, but even then you might hear something I suppose.)

EDIT: Or the Royal Mummy's regal presence, which is an aura that creates effects for it's allies (allowing them to be slid by the Mummy). I can not see how a PC would know about that before they saw it.
 
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In general, if something has a mechanical effect... it probably has a visual one.

All of the mummy's allies move at its royal command.
Whispers of madness surround the wraith.
The knight eyes all enemies around it, shield ready to intercept attacks on his friends and slash at enemies foolish enough not to focus on him.
 

I'd normally describe the visual (etc) effect, and its range in feet (at 5'/square), but not its full mechanical effect until someone was subject to it. An aura with no visual effect or other clue would be possible, though. Some gotchas are ok. I can well imagine the King's elite guard charging Orcus in the throneroom and all dropping dead from his Necrotic aura before they could land a blow.
 

When I describe a swarm, I make sure that the players know there is a large chaotic number of creatures (beetles, for example) shifting all around a particular location. I wait until one of the players steps inside the aura to explain the effect: the beetles will probably get under your armor, etc.

It's a one-time gotcha, the characters should be able to figure it out on their own, and maybe use skills before rushing the enemy, and if they don't, it's a lesson learned. The aura description should happen before the effect takes place (presumably start of next round), allowing other characters to learn from the initial mistake within the same round.

Like already suggested, deal with auras by giving out clues. This also gives the PC a chance to save the day. Eg: the cleric making a religion check and indicating that this evil god follower drains your will to fight (prevents the use of healing surges), which would otherwise be really hard to figure out by just being inside the aura.
 

The DMs job is not to trick the players... it is to provide a challenging fight or encounter.

If something happens that would provide a penalty to a creature, it is common sense that they would know and the only override to this would be if intelligence was a factor.

The key is that they would be made aware of the conditions within game and the only thing left is converting this awareness into an intelligent understanding.

That could mean that in a monster group of a Beholder (very high int) and a zombie (very low int).. An Aura they are both presented with surrounding a PC that causes damage when entered, they would both be presented with the facts and the Beholder would understand it is not a good idea to move straight in and there is a big "?" over the Zombie - you could say he knew and you could argue that he didn't know, but you can do so because his intelligence would come into question.

All in all however, most Auras or effects that are active and trigger on the creature doing something are known. It is important here to say effects that are active. An aura is active, a combat power with an after effect if the monster moves is active, an immediate reaction not been used (such as a player with the Shield spell) would not be active.
 

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