hong said:
But you _do_ have to go outside the rules, _if you don't have magic_.
Well, yeah, I s'pose. Kind of like you would have to go outside the rules to protect yourself against other magical spells or effects if you didn't have magic.
But even there, I don't think there is a clear distinction here. Scent, blindsight, tremorsense and really good hearing - are these "nonmagical"?
In any case, I really don't see that as a valid point. Invisibility is a magical effect, and there are many magical counters to it. Thus, the rules support a balance of powers vis-a-vis invisibility. If you disallow the magical counters (by arguing that invisibility is "unbalanced" if you "don't have magic"), then you're not really addressing the balance issue within the context of the whole ruleset. That's like taking one weight off of the scale and then saying "look how unbalanced this is".
hong said:
- The classic ways to deal with it all assume the availability of magic.
Which is, of course, the default assumption of D&D. Not that you can't change that if you want, but it seems silly to me to discount this assumption. If you want to tip the apple cart, go for it!

But don't say: "look how bad this is now that I've tipped the cart."
hong said:
However, D&D by its very design limits this magic to only a subset of classes and certain monsters. If you're anyone else, you have to work at it: either get levels in a spellcaster class, or get a magic item, or have a friend handy. D&D is a lot like rock-paper-scissors, where you have to have counter X for tactic Y, or you're screwed. Greater invis isn't the only thing responsible for this, of course, but it's one of the biggies for sure. I don't like this sort of feel. It limits the sort of encounters you can come up with, and is just another factor to have to take into account. While I'm a confirmed gearhead when it comes to building monsters and NPCs, there's still a limit to how much I want to have to store in my headspace.
I have heard this before, and I completely agree that there is a certain element of "rock-paper-scissors" to D&D. "If I have protection from evil, then you can't possess me: nyah nyah nyah!

" Similarly, you can't find scry on me if I have mind blank. But my discern location trumps your mind blank. Well my "I hide from everyone" trumps your discern location. Oh yeah, well my "I find you so there" spell trumps your "I hide from everyone" spell! Etc...
Some people don't like this aspect. I understand that. I've never had a real problem with it. I just see it as a necessary effect for balancing the escalation of power in a simple manner. There are several ways to adjust for this, but I've never really felt the need.
hong said:
- This ties into the issue of player skill as well. D&D is a complicated game when all the bells and whistles are turned on, and it's easy, if you're inexperienced or not into character optimisation, to get in over your head. In this situation, a party that doesn't know how to handle greater invis could easily be TPKed by a single flying, invisible sorc. I'd rather not risk getting into that situation if I can help it.
Agreed, and that's fine. It seems like a valid reason to nerf it in your own game. I probably wouldn't, but might avoid using a "certain kill" tactic against inexperienced players, but that's just me.
hong said:
- From a world-building perspective, it stretches credibility to say that every group of giants, orcs or other monsters, or at least every significant villain, should be able to deal with invis. Now you can certainly say that in a world where the spell exists, people would have figured out ways to handle it, but that's just begging the question. Ultimately greater invis is just another D&Dism with no major reason to exist, beyond how it's always been in the rulebooks.
Potayto, potahto. I find some implications of the D&D rules to be credible (cf. Eberron) and others to be less credible. YMMV and all that. I disagree that greater invis has no major reason to exist - it seems like a natural area for magical research: if I can turn invisible, but the spell ends whenever I attack someone, then I'd like to research a spell that overcomes this limitation. But again, that's just our different viewpoints on "credible" worlds.
hong said:
- From a more personal perspective, I'm a visually oriented gamer. I think of things in terms of how they look, and from that point of view, greater invis is just anticlimactic. Getting fireballed out of nowhere or sliced to bits by nothing in particular just doesn't look good, mang.
Cool. Works for you.
hong said:
Note that I don't have anything against normal invis, only the greater variant. Sneak around all you like. Combat, however, is something else.
I also don't have anything against lots of magic, per se. My current campaign is high magic for sure, with people flying around, wind walking, dim dooring, etc. Fireballs and cones of cold are all over the place. That doesn't mean I use everything in the books, though.
Sounds to me like this is just a flavor issue. You don't like chunky greater invis-flavored peanuts in your D&D sundae. Cool. Works for you. I like 'em, but both sundaes work.
Ozmar the Abuser of Metaphors