Arcturus_Rugend said:
I can understand everyone's inclusion of adding timing into the argument, but whether or not this should affect the combat mix with respect to blinking is clearly subjective, as the rules give no clear reason as to how often the blinker phases in and out or how much control over the timing of the phase he has. That is why the 20% miss chance rule on the part of the attacking blinker seems rather arbitrary, as no explanation of why or how it works is given.
It's not subjective; it's perfectly well-defined. Blinking happens exactly often enough that, even if an attacker knows where the blinker is (i.e. can see invisible), exactly 20% of his attacks will fail to connect.
That doesn't necessarily mean that the blinker spends 20% of his time on the Ethereal plane. It doesn't actually imply
anything about when, how often, or in what manner he switches back and forth. No matter how you want to explain those things in your campaign, the upshot is that the blinker gets a 20% miss chance.
If the attacker cannot see invisible, the blinker's partial invisibility makes him even harder to hit, to the extent that he has a 50% miss chance. He might fade between states, or have a nifty Star Trek transporter effect, or just instantaneously flick in and out; it simply does not matter. 50% miss chance, end of story.
You may as well argue about why a fighter has d10 hit points per level, or why the spell list includes
fireball instead of
iceball. Sure it's arbitrary, but when you get right down to it, all game rules are arbitrary. My advice is not to think too hard and just play the game.