Ozmar said: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"?
They're all magical, yes.
1) Your first three are not something that you can just pick up on a whim, if you don't happen to be of the right race. So how do you get these? Magic.
2) Hearing just tells you there's someone there. This is something you could have figured out by the fireballs/hail of arrows already. And again, D&D by design makes it difficult to get skills up unless you're of the right class. So we're back to magic.
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.
The rules support a balance of powers _assuming these powers are available_. Sometimes, especially for small parties or when players don't know what the game expects of them, this assumption is violated. Even then, often only one guy will be able to detect the invisible guy, leaving the rest to fend for themselves. This is not usually much fun for the rest.
Further, because of this assumption, it means that a lot of the time, _monsters_ will be unable to do anything. Only a select few monsters have all the skills needed to present a balanced encounter by themselves: demons, dragons, maybe powerful templated undead. All others really need favourable circumstances, overwhelming numbers, or custom abilities if they're not to be easily overcome.
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".
1) You gotta start somewhere.
2) Let me tell you about all the weights I've taken off....
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."
What on earth? I'm not complaining after I tipped the cart. I complained BEFORE tipping the cart, which is why I tipped it.
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.
I think the experience of having one party death per session for about 6 months in our high-level game helped persuade me to make a few changes....
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.
... or even against experienced players. Speaking of which, I am --> <-- this close to banning (or nerfing) blasphemy.
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.
Thinking too hard along these lines will rot your brane. You have been warned!