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Problems with Illusions
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<blockquote data-quote="Shiroiken" data-source="post: 7175086" data-attributes="member: 6775477"><p><strong>General Rules</strong></p><p>I allow Lore checks as Bonus Actions, so someone could try to determine the spell or effect. This doesn't dispel the illusion, but lets them know if they should interact with it or attempt to disbelieve.</p><p></p><p>Interacting with an illusion (except Phantasmal Force) is the best way to dispel it, but that's not always an option. The Investigation check is much more reasonable outside of combat, and I think the action part was put in to keep it from being too good in combat.</p><p></p><p>The more senses you can interact with the less likely they are to think to disbelieve. A swarm of silent bees is obviously an illusion, even if they can't see through it. Likewise a roaring fire without heat.</p><p></p><p>You can cast the same illusions over and over again, but they're not going to be very effective. If you were to do so, after the second, I'd probably allow the disbelieve check as a free action, just to keep it from being a way to block vision until the target's turn. </p><p></p><p>The best illusions are immobile, but hazardous. A growth of spiky thorns, an iron/stone wall, a roaring fire (with heat), etc, are all valuable, because they deter creatures from interacting with them. Copying spells that actually exist is a great plan, because intelligent creatures (the ones that are likely to make the check) are actually LESS likely to take the action. This usually only works once, but is great if you combo it with someone who has the actual spell (they interact with it, thinking it an illusion, but then take the effect instead).</p><p></p><p>C<strong>over</strong></p><p>Illusions can't grant cover, only the illusion of cover. Because I use the "if you miss by the cover penalty, you hit the cover" variant, it wouldn't grant any actual bonus. Most creatures, however, might assume you actually have the cover, and choose easier targets. While this helps the caster, it really doesn't help the group much.</p><p></p><p><strong>Distractions</strong></p><p>Remember, that illusions are automatically disbelieved once you interact with it. A swarm of bees around a caster would take no real movement to touch one. Even if the DM imposed that the illusion still blocked vision, they can still easily walk out of the area without penalty.</p><p></p><p>Sounds can cause distractions, but they require a level of believably. Using Minor Illusion to create an authoritarian voice that calls "halt!" against thieves in a city is going to be more useful than a lion's roar. I'd probably have at least one of the targets spend the action looking for the guards (the equivalent of making the check). Arguably, you could use auditory only illusions as Int saves (which is better IMO).</p><p></p><p>Illusions can be a lot of fun for those who think quickly on their feet. Sadly, I'm not one of them, so I only use them as a DM (where I have time to plan). As a rule, I suggest rewarding ingenuity, but punishing repetitive tricks.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7175086, member: 6775477"] [B]General Rules[/B] I allow Lore checks as Bonus Actions, so someone could try to determine the spell or effect. This doesn't dispel the illusion, but lets them know if they should interact with it or attempt to disbelieve. Interacting with an illusion (except Phantasmal Force) is the best way to dispel it, but that's not always an option. The Investigation check is much more reasonable outside of combat, and I think the action part was put in to keep it from being too good in combat. The more senses you can interact with the less likely they are to think to disbelieve. A swarm of silent bees is obviously an illusion, even if they can't see through it. Likewise a roaring fire without heat. You can cast the same illusions over and over again, but they're not going to be very effective. If you were to do so, after the second, I'd probably allow the disbelieve check as a free action, just to keep it from being a way to block vision until the target's turn. The best illusions are immobile, but hazardous. A growth of spiky thorns, an iron/stone wall, a roaring fire (with heat), etc, are all valuable, because they deter creatures from interacting with them. Copying spells that actually exist is a great plan, because intelligent creatures (the ones that are likely to make the check) are actually LESS likely to take the action. This usually only works once, but is great if you combo it with someone who has the actual spell (they interact with it, thinking it an illusion, but then take the effect instead). C[B]over[/B] Illusions can't grant cover, only the illusion of cover. Because I use the "if you miss by the cover penalty, you hit the cover" variant, it wouldn't grant any actual bonus. Most creatures, however, might assume you actually have the cover, and choose easier targets. While this helps the caster, it really doesn't help the group much. [B]Distractions[/B] Remember, that illusions are automatically disbelieved once you interact with it. A swarm of bees around a caster would take no real movement to touch one. Even if the DM imposed that the illusion still blocked vision, they can still easily walk out of the area without penalty. Sounds can cause distractions, but they require a level of believably. Using Minor Illusion to create an authoritarian voice that calls "halt!" against thieves in a city is going to be more useful than a lion's roar. I'd probably have at least one of the targets spend the action looking for the guards (the equivalent of making the check). Arguably, you could use auditory only illusions as Int saves (which is better IMO). Illusions can be a lot of fun for those who think quickly on their feet. Sadly, I'm not one of them, so I only use them as a DM (where I have time to plan). As a rule, I suggest rewarding ingenuity, but punishing repetitive tricks. [/QUOTE]
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