Invisibility, telepathy, and pinpointing

apesamongus

First Post
I'm asking this on the rules forum, but I think it might stray into house rules, but...

When attacking an invisible opponent, you need to be able to pick the correct 5' square. You can make a roll with a big penalty to spot/hear the exact location, but what if you have a telepathic bond with someone who can see invisible? Can they communicate location precisely enough for you to get the correct 5' square without the need for a roll (obviously you still have the 50% miss chance).

I would have though that was too specific, but there is a group tactical ability in Heroes of Battle that gives a similar benefit. It requires training, but works even without the easy communication of a telepathic bond. So, I'm not sure if there is an official rule that applies one way or another.
 

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Thanee said:
I would actually even allow this to be communicated via speech.

Bye
Thanee

Agreed. But if the players even so much as think of calling out a specific square, then that's not acceptable. They can describe it, and let the other players figure out exactly where it is based on the description. In this case, '10 ft in front of me' would qualify, but not saying R25 as a square on a grid.

Pinotage
 

Pinotage said:
Agreed. But if the players even so much as think of calling out a specific square, then that's not acceptable. They can describe it, and let the other players figure out exactly where it is based on the description. In this case, '10 ft in front of me' would qualify, but not saying R25 as a square on a grid.
That's actually the kind of thing I'm trying to avoid. Neither I nor my players are interested in trying to describe accurately where the bad guy is standing. And, none of us are as combat trained as the characters or as used to wacky things like dealing with invisibility, so the characters should be able to quickly communicate said information much more efficiently then we could with our skills.

We want something actually marked on the map, so it will play out faster and without us trying to stumble over words to best describe a location. My initial idea was to (lacking some spot/listen roll) have a random roll to pick the correct square, but that felt too much like just another miss chance. Now, the plan is to mark a small number of possible squares with chits (unless the creature is adjacent to some easily described landmark.)
 


I do one of two things in this situation:
1) Let the player who can see the bad guy coach the player as he moves (Left, right in front of you, a little farther, etc). Within reason, of course.

or

2) Indicate a ten by ten square that the invisible thingy is in. This represents the information that the invis seeing palyer gives, and short circuits the delay in method 1. Of course, I pick the ten by ten area, just to avoid any metagaming. (Not that my players do this, they're a good bunch, but it removes the temptation)
 

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