Invisibility is not fun in combat - am I doing something wrong?


Advice


As the GM, I am not enjoying running combats with invisible creatures. My players are also not enjoying it. Am I doing something wrong? Or is there other advice to make the combats more enjoyable to both run and/or experience as a player?

Note: Seeing invisibility might be ok, but more on that later, as my party doesn't have anything to do that.

Sample combat:

The group of players is a fighter, a monk, a cleric, and an investigator.

They are up against a will-o'-wisp, who starts invisible.

Round 1
Will-o'-wisp start by making a melee attack to shock (Action 1). Then uses the "Go Dark" ability to become invisible (Action 2). Then moves to a different location (next to player 4). (Action 3)

So enemy became visible -> hidden -> invisible.

Player 1 uses seek with action 1. They do not beat the required DC with the perception roll.
Player 1 uses seek again with the second action. They do not beat the required DC with the perception roll.
Player 1 picks a random square to swing at, and misses.
(Why seek a third time if you can't point out and it will become invisible again?)

Player 2 uses seek with action 1. They do beat the required DC with the perception roll.
*Note: The enemy is now hidden to you, rather than undetected.
Player 2 "points out" the location to everyone else.
Player 2 moves over to the enemy, ends turn.

Player 3 moves over to the enemy.
Player 3 attacks. Fails the DC 11 flat check.
Player 3 attacks. Succeeds the flat check. Fails to hit AC.

Player 4 casts a spell. Oops, they are immune to magic.
Player 4 moves.

Round 2
Enemy does the exact same thing: shock -> Go dark -> moves next to player 1.
*Everyone in combat gets a chance to hit the hidden creature as it is trying to move. 2 people roll flat checks. 1 misses. One succeeds, but misses AC.

Player 1 uses seek with action 1. They do not beat the required DC with the perception roll.
Player 1 uses seek again with the second action. They do not beat the required DC with the perception roll.
Player 1 picks a random square to swing at, and misses.

Player 2 uses seek with action 1. They do not beat the required DC with the perception roll.
Player 2 uses seek again with the second action. They do not beat the required DC with the perception roll.
Player 2 picks a random square to swing at, and misses.

Player 3 uses seek with action 1. They do not beat the required DC with the perception roll.
Player 3 uses seek again with the second action. They beat the DC.
Player 3 "points out" to the other people in the group.

Player 4 moves (Action 1)
Player 4 melee swings, misses on flat DC check
Player 4 swings, misses on AC check.

Round 3
Enemy does the exact same thing: shock -> Go dark -> moves next to player 4 again.
*Only player 1 and 4 can react. Player 4 doesn't have one, player 1 does, swings, and misses on flat check*

Player 1 and sees it.
Player 1 "points out" to the other people in the group.
Player 1 moves next to it

...
*more things happen - the enemy is eventually defeated*
...

Analysis
The first player AFTER the wisp always must seek. Because they are invisible, their stealth is naturally high. So often the first player after will spend their entire round either seeking or swinging wildly because seeks failed.

The second player after the enemy: 50% of the time will seek, the other 50% of the time knows where it is from player 1. Even if they "know where it is" they must move to be near it (1 action), and take 2 swings. Half the time it will fail.

Third player will often know where it is. If they do not, they must seek. If they do, they face the same DC 11 flat check to miss with attacks. So often will miss on one due to flat check, and the other is 50% chance of hitting (roughly)

Fourth player will almost always know where it is, but must move -> attack -> attack

Note: Will o' wisp is especially annoying due to magic immunity.

So what does that tell us?
1. First player will often not get the chance to do anything in combat besides "look for stuff" (fairly boring)
2. Second player, half the time will look for stuff (fairly boring), and the other half will get to do two attacks, one which will miss because the creature is hidden (failing a DC 11 flat check? Annoying), and the other will miss 50% of the time just due to AC mechanics.
3. Third player will often get to hit, but will likely get only one hit (move, attack, attack, with one missing to flat check and one 50% chance to miss due to AC)
4. Fourth player (cleric) gets to do nothing against will-o'-wisp (or against other creatures, 50% chance to blow a spell slot on DC11 flat check miss).

Which means on average there is one hit per round. So this will last 5-6 rounds.

Note:
Yes, meta-gaming it is smart to have the caster(s) do the seeking (since their melee is bad at best), or have the best perception go first. Better odds of people with the ability to do something meaningful have more opportunities, but that seems awfully mechanically exploitative at best.

The other possibility is somehow having the group get the ability to see invisible things. Does that make the combat too easy? I assume the invisibility adds to the challenge rating (would will-o'-wisp still be 6 if it couldn't be invisible? Highly unlikely). So if everyone can see it now, the group makes one or two round(s) of attacks and combat is over.

Or maybe only one person can see the invisible creature. Cool, now they don't spam the seek action but still have to spend an action to make it hidden to everyone, and then you still have the same annoyance of having half of your player's attacks / spell slots just miss to the flat check since they are still hidden (except to the one player who can see it).

Am I missing something obvious? Do some GMs handle invisibility differently? Is there anything that can be done to make combats with invisible creatures more fun but also not too easy?

Any advice is appreciated, thanks!


Pathfinder Rulebook Subscriber
Quote:
Am I missing something obvious?

Two things jump out:

Quote:

Will-o'-wisp start by making a melee attack to shock (Action 1). Then uses the "Go Dark" ability to become invisible (Action 2). Then moves to a different location (next to player 4). (Action 3)

So enemy became visible -> hidden -> invisible.

Per the Invisible effect rules, a creature that becomes invisible while being observed is only Hidden unless they Sneak. You don't mention rolling sneak checks in your writeup, so I'm not sure if you were accounting for that.

Second:

Quote:

Round 2

Enemy does the exact same thing: shock -> Go dark -> moves next to player 1.

The Wisp can't continuously Go Dark, because the effect of Go Dark lasts until they spend an action to re-illuminate themselves. They can regain their undetected status by Sneaking, (per invisibility rules) but that does at least require a check.

Were you making sneak checks every round or just allowing the Wisp to become undetected automatically?

That said, wisps are just really badly designed enemies in general.

Sovereign Court

I don't know if they improved in the remaster, but they were unusually awful monsters before that at least.

Have been for years actually. I remember in D&D 2e realizing that I'd put the level 4 party against a monster they couldn't see or in any way hurt. And that was flying faster than they could run. And that was by nature not going to let them get away. When D&D 3e hit that was when I realized how useful it was that monsters had a challenge rating telling you how powerful they were.

But still, WoW and a couple of other monsters (poltergeist) are way off the normal curve for how nasty they are.


Ascalaphus wrote:

I don't know if they improved in the remaster, but they were unusually awful monsters before that at least.

Have been for years actually. I remember in D&D 2e realizing that I'd put the level 4 party against a monster they couldn't see or in any way hurt. And that was flying faster than they could run. And that was by nature not going to let them get away. When D&D 3e hit that was when I realized how useful it was that monsters had a challenge rating telling you how powerful they were.

But still, WoW and a couple of other monsters (poltergeist) are way off the normal curve for how nasty they are.

They are unchanged, I believe. They're now the only creature in Monster Core to retain an immunity to magic.


In short, it's likely not the Invisibility per se which as noted relies on Sneak (meaning they might fly out of reach instead). These monsters are built to annoy.

The original Will-O'-Wisp had one of the best ACs in the game, as in beyond most every campaign boss out there. And being immune to AoE spells, they could remain effective into the highest levels.

Obviously that wouldn't fly in later editions that cared about balance, especially PF2, but in essence it remains the same: a genuine nuisance that's difficult to hurt, albeit w/ miss chances instead of high AC. In turn, their hit points are perhaps the lowest for their CR at 50, same as a CR 3 Ogre (and some level 3 PCs). So a combat could swing really fast too, though it might take Ready actions to set up Strikes. They're a good reason to make certain you have Magic Missile/Force Barrage handy (as if incorporeal creatures weren't enough).

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