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your game was clearly a lot different than mine. A good percentage of my encounters were against multiple opponents... say for example, against a moderate to high level drow party including clerics, mages and fighters.
the cleric or the mage could, frequently, run either of the spells you mention, but that did not mean all their fighter flinkies got the benefits. Same thing happened with the PCs when th drow mages went under imp invis or invis... they cannot all see what the PC sorcerer sees.
did they seek potions and such for handy use when they could...Sure. Did the mages sometimes try gitterdust and such... such. but counter and thrust is part of the game.
simply put, in my experience, your view of how easily DND counters invisibility and the one round except rarely... is way off, much different than i have seen.
obviously, our campaigns vary somewhat.
ghost touch weapons in DND... affects desolid advantage in HERO.
force effects in DND ... a specified "common FX" in HERO
the huge honking difference between HERO and DND incorporeality is that in DND many attack forms can be used to full effect by the incorporeal guy... while in HERO as a matter of balance an desolid guy cannot attack at all unless the attack is bought with a +2 advantage for
"can affect real world"... tripling the cost of the base attack power... which usually means minor damage done. Not only does this fact really impact the "its much more powerful in DND side" but also the "HERO nerf's things less" side... anyone who has played HERo for significant periods knows how hard it is "within reasonable points" to build characters such as Deadman or any relying on desolid due to this massive point cost for desolid attacks, possession (frequently written up officially as desolid and mind control with a bunch of stuff crammed in and some handwaving) being likewise affected.
My DND 3.0 game went for 3 years thru level 15.WizarDru said:How high a level in D&D have you played? IME, once spells like See Invis and True Seeing enter the picture, Invisibility ceases to be anything but a single-round bonus at best for all but a handful of situations.
your game was clearly a lot different than mine. A good percentage of my encounters were against multiple opponents... say for example, against a moderate to high level drow party including clerics, mages and fighters.
the cleric or the mage could, frequently, run either of the spells you mention, but that did not mean all their fighter flinkies got the benefits. Same thing happened with the PCs when th drow mages went under imp invis or invis... they cannot all see what the PC sorcerer sees.
did they seek potions and such for handy use when they could...Sure. Did the mages sometimes try gitterdust and such... such. but counter and thrust is part of the game.
simply put, in my experience, your view of how easily DND counters invisibility and the one round except rarely... is way off, much different than i have seen.
obviously, our campaigns vary somewhat.
i never had characters between levels 2-15 who could routinely get spots that high, so, again, a significant difference in our campaigns.WizarDru said:Items, targeted dispels and a host of other solutions exist to counter-act Invisibility. And when you have characters who can routinely get spots in the 50s and 60s...well, you get the idea.
WizarDru said:The same applies for etherealness and incorporeality. There are lots of counters in the D&D realm...from ghost touch weapons and force effects to a host of spell effects. When the attackers can become incorporeal or ethereal, or simply throw the target into a maze, it becomes an academic problem, mostly. It's only a question of how many resources they might consume against an unprepared group, as opposed to being anything close to invulnerable.
How that applies towards Hero, I couldn't say...but in D&D, there are many counters and limitations to those abilities built into the system as part of the many balances present.
ghost touch weapons in DND... affects desolid advantage in HERO.
force effects in DND ... a specified "common FX" in HERO
the huge honking difference between HERO and DND incorporeality is that in DND many attack forms can be used to full effect by the incorporeal guy... while in HERO as a matter of balance an desolid guy cannot attack at all unless the attack is bought with a +2 advantage for
"can affect real world"... tripling the cost of the base attack power... which usually means minor damage done. Not only does this fact really impact the "its much more powerful in DND side" but also the "HERO nerf's things less" side... anyone who has played HERo for significant periods knows how hard it is "within reasonable points" to build characters such as Deadman or any relying on desolid due to this massive point cost for desolid attacks, possession (frequently written up officially as desolid and mind control with a bunch of stuff crammed in and some handwaving) being likewise affected.