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DM's: How do you deal with Improved Invisibility?
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<blockquote data-quote="takyris" data-source="post: 717995" data-attributes="member: 5171"><p>Honestly, it's not that overpowering a spell. There are lots of ways to counter it effectively without being a munchkin.</p><p></p><p>1) Creatures with Tremorsense, Blindsight, and even Scent. Not every BBEG needs to have these powers himself. He can simply have an Umber Hulk, Grell (um, I'm going by guessing memory here), or even just a plain old dog or wolf companion.</p><p></p><p>2) Guards and wards. If they're attacking the bad guy in his lair and he's powerful, he'd be silly not to have some defense against this. Personally, if your BBEG is an honorable sort, why not just use Unhallow with the Invisibility Purge spell built into it? That lasts a year and a day, and can be targetted to only affect people who aren't Evil.</p><p></p><p>3) A potion of See Invisibility ain't that expensive. You don't need True Sight to get past invisbility.</p><p></p><p>4) Creating darkness is a good way to even the playing field. Again, deeper darkness is not that powerful a spell. If the bad guy's a cleric, he can do it himself. He can even have it prepped -- deeper darkness on rock, rock in pouch, take out rock as necessary.</p><p></p><p>5) Enforce invisibility rules. Don't let your heroes automatically know where everyone in the party is. The first time a creature with Tremorsense rips through the invisible guy and leaves him at -6 hit points, the party is going to have a FUN FUN FUN time trying to find him. Cure Light Wounds requires a successful touch, and even touch spells carry a 50% miss chance when you aim for an invisible person. When you fire an arrow, the arrow becomes visible once it leaves your bow. When you cast a fireball, everyone gets to see where that fireball came from. Smart bad guys will throw webs, fireballs, and other nastiness into those areas.</p><p></p><p>6) Glitterdust. Faerie Fire. Area-Effect Dispel Magics. Area-Effect Spells that don't require targetting.</p><p></p><p>7) Don't make your heroes fight just one guy. They're getting powerful enough now that they can almost always take out one creature on its own, no matter how powerful that creature is. Come up with good GROUPS for your heroes to fight. Each group should have something tanklike, something that relies on spell-like abilities, something that can fly or that has some other improved mobility factor, and something that has ranged power. Monsters have lived their whole lives in a D&D world. They know that Fighters tend to have lousy Will saves, Wizards tend to have lousy Fort saves, and Clerics tend to have lousy Reflex saves. When they get attacked by an invisible monster, they're going to have a plan.</p><p></p><p>-Tacky</p></blockquote><p></p>
[QUOTE="takyris, post: 717995, member: 5171"] Honestly, it's not that overpowering a spell. There are lots of ways to counter it effectively without being a munchkin. 1) Creatures with Tremorsense, Blindsight, and even Scent. Not every BBEG needs to have these powers himself. He can simply have an Umber Hulk, Grell (um, I'm going by guessing memory here), or even just a plain old dog or wolf companion. 2) Guards and wards. If they're attacking the bad guy in his lair and he's powerful, he'd be silly not to have some defense against this. Personally, if your BBEG is an honorable sort, why not just use Unhallow with the Invisibility Purge spell built into it? That lasts a year and a day, and can be targetted to only affect people who aren't Evil. 3) A potion of See Invisibility ain't that expensive. You don't need True Sight to get past invisbility. 4) Creating darkness is a good way to even the playing field. Again, deeper darkness is not that powerful a spell. If the bad guy's a cleric, he can do it himself. He can even have it prepped -- deeper darkness on rock, rock in pouch, take out rock as necessary. 5) Enforce invisibility rules. Don't let your heroes automatically know where everyone in the party is. The first time a creature with Tremorsense rips through the invisible guy and leaves him at -6 hit points, the party is going to have a FUN FUN FUN time trying to find him. Cure Light Wounds requires a successful touch, and even touch spells carry a 50% miss chance when you aim for an invisible person. When you fire an arrow, the arrow becomes visible once it leaves your bow. When you cast a fireball, everyone gets to see where that fireball came from. Smart bad guys will throw webs, fireballs, and other nastiness into those areas. 6) Glitterdust. Faerie Fire. Area-Effect Dispel Magics. Area-Effect Spells that don't require targetting. 7) Don't make your heroes fight just one guy. They're getting powerful enough now that they can almost always take out one creature on its own, no matter how powerful that creature is. Come up with good GROUPS for your heroes to fight. Each group should have something tanklike, something that relies on spell-like abilities, something that can fly or that has some other improved mobility factor, and something that has ranged power. Monsters have lived their whole lives in a D&D world. They know that Fighters tend to have lousy Will saves, Wizards tend to have lousy Fort saves, and Clerics tend to have lousy Reflex saves. When they get attacked by an invisible monster, they're going to have a plan. -Tacky [/QUOTE]
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