Claxon wrote:
This is a fun situation. This is how I would approach the problem. I'll go invisible (I prepare 1 daily invisibility sphere, and I do have quiet allies, so we can have fun together) and use mage hand to repeatedly open the door. At some point they'll think it's somehow malfunctioning or stop caring. Then I'll go. If we get caught, then I guess the barbarian is going to have even more fun
Claxon wrote:
It's not really a gamist concern, at least for me, it's simulationist. Simulating narrative tropes (this is a valid use of the word simulationism, it doesn't have to imitate reality). I ask myself "would Arsenio Lupin III fall for it? Would Batman? Agebt 007?" My answer is no, they WOULD find a way with a special technique or have a dedicated asspull gadget.
Claxon wrote: A door with bells attached to it seems like a pretty good way to be alerted that someone is there, even if you have a hard time seeing them. Eh. A mechanism that is set in place to activate and cause an adverse effect when someone unknowingly interacts with a concealed trigger - this 100% counts as a trap And a very rudimentary one, that could be devised by a kid. This deserves a low level DC and shouldn't slow down any proficient adventurer.
Bluemagetim wrote:
Don't worry it's good to have different perspectives and as I already told you I would play at your table with your rules (even tho I would do everything in my power to avoid the problem such as completing the prescient planner chain) However it kinda feels like a let down if a master at a skill - or in this case a literal Legend - would not automatically be informed of all special senses beforehand, including niche ones such as bloodsense. Being legendary in my understanding means you're amongst the maximum experts of the world on a subject. And not just in your lifetime - IN GENERAL. You are not just a renown authority, that would be Master. You are a genius worthy of legendary status. There is nothing above that. You can't get any more competent. If a legendary rogue doesn't know how to counter a special sense, then who is even supposed to know? However, this is just my take on things.
TheFinish wrote:
I do agree. I have to say, it's been a real pleasure to discuss in this thread. Lots of reasonable people and good insights. I wish this was how the discussion at my table went (it's not) So now (assuming I haven't been kicked from the campaign, which admittedly I still don't really know. But at this point this is more of a thought excercise) how would one reasonably foil Bloodsense? The sense doesn't detail HOW the creature senses blood, so there aren't many clues on what one would need to do to cause a distraction. I can't find any arcane spell to change my blood into something else either. On Reddit people suggested breathing techniques that alter the blood composition so far that it doesn't register as blood anymore (or at least is different enough to give the character *a chance* at hiding). Can we think of anything else?
Bluemagetim wrote: The party enters a forest each player decides on their exploration activities. the rogue chooses to avoid notice. Thats all the input I received from the... So you removed the Knowledge need (you don't need to know that creatures are present or what sense they may or may not have) but still keeping the "means" requirement. In this case now your argument is the same as yellowpete's However the consumable example isn't really how the feat works. By the rules, if I have the feat, I will automatically use the consumable a soon as I sneak for the first time, and I cannot choose not to. If I have multiple consumables for multiple senses, I will have to use one of all of them whenever I sneak. Your concession (you only use it when it's actually needed etc) is an attempt to make the idea of introducing consumables sound more reasonable than it actually is but you are bending the rules to do so. I don't think this is how the thing is supposed to work or what the devs had in mind. Anyway, I would play at a table with your ruling. And I would take the prescient planner chain if I knew in advance that this is how you want to run Foil Senses.
yellowpete wrote: It's heavily implied that not all special senses have possible precautions one can take to avoid them (since the rules only speak of "many" such senses instead of saying all). So with the feat you're always considered to be taking such precautions without having to describe them, but that still does not help you against some senses as they simply have no possible precautions one can take. Other than the examples mentioned (tremorsense and detecting heartbeats), it's up to the GM to decide if a possible precaution exists for a particular sense or not. I can accept this idea and I would be open to discuss it. However I want to note that IMHO it seems inconsistent with other skill feats. Characters can find food on a literal empty plane, survive a fall from the orbit, take out a worn armor without the wearer noticing, retroactively affect the narrative by manifesting something in their pockets. I understand the reasoning but to be fair "impossibility" doesn't in general seem an obstacle when it comes down to master level skill feats and above
Bluemagetim wrote:
the feat does say the character is considered to always be taking precautions My point is that if I have appropriate knowledge and means, I don't need the feat to take those precautions.
Bluemagetim wrote:
I understand where you're coming from, but this is logically inconsistent. You either are *sometimes* considered in the act of foiling senses when sneaking (i.e. when it "makes sense", which is how it works when you don't have the feat) OR you are *always* considered in the act of foiling senses when sneaking. You cannot have it both ways. It's either "always" or it is "sometimes". If you are "always" foiling senses you don't need the means and knowledge. **If you have the means and knowledge, you don't need the feat** Please note that foiling senses "when it makes sense" is already possible without the feat. If you still need the means ans knowledge, there is no difference with having the feat or not.
Bluemagetim wrote:
I can understand the reasoning and I would be open to discuss a nerf on those basis Still, I can't help but think Why does this specific feat need to make sense when other skill feats allow things like finding food in a literally empty plane -something that cannot be explained, no matter how hard you think about it-, or to retroactively change the past (i.e. with prescient planner chain) why are we holding this one to a different standard
Bluemagetim wrote:
1) I critically fail a sneak roll (I do have sneak adept) I cannot avoid the occasional critical failure. This is not an autowin. I still have to roll. 2) I decide to not hide this turn because I have better uses for my actions. This comes up pretty often TBH because I am a team player and I may choose to take one for the team. 3) I happen to be inside an AOE effect. There's no escaping that. I'll just roll my save and hope it goes for the best. Please note that when I'm hiding "in plain sight" my allies do not know where I am, so they are expected to not make tactical decisions based on my unknown position. Yes, it is powerful - but! There are drawbacks to this approach. Still, my point is - this is a specialist character. It was devised and concieved around this specific concept since lv1. It's been 3 years and now my build is finally complete. And I cannot use it? If I cannot play his specialty... I'd rather play something else that actually works in this campaign This character was designed to be uniaque, with a very specific role and playstyle that sets them apart from others in the group. One of the greatest joys in playing a tabletop RPG is creating a character that feels distinct, someone who excels in a particular area and brings something special to the table. For this character, that uniqueness is their mastery of stealth and evasion—being able to avoid notice, slip into places unseen, and strike like a ghost. This isn’t just about power, it’s about identity. If my character can’t leverage the abilities that make them different, then they stop feeling unique. They just become another combatant, indistinguishable from anyone else. And if that’s the case, I may as well play a more standard, straightforward class that fits better with the challenges of the campaign. RPGs thrive on the diversity of characters and the different ways they approach problems. My rogue isn’t built to tank hits or charge headfirst into combat, they can't do thay. I need to rely on tactical positioning and action economy. Avoiding retaliation is the only way to play them effectively. And If I can't do that, then I'd be better of playing something else entirely.
Bluemagetim wrote: It might be the GM in this situation has chosen the creatures that are sensing your pc because they wanted a counter to your abilities to challenge you in combat I can get that in any d20 game, in any campaign. I have in fact done that several times (I like in-your-face characters like Paladins and barbarians). However,this time I chose the rogue specifically because I wanted to play a character that goes against that. This is allowed by the rules. I am playing the rogue as intended. Avoiding notice while dealing damage unpunished (like a sniper, mosquito, or a MOBA evasive assassin archetype) is the whole point. If I can't do that, I don't want to play a rogue. If I always have to face the consequences of dealing heavy damage, I'd rather just be a targe magus, who is better equipped to deal with the unavoidable retaliation.
Errenor wrote: Does it break plots that PCs can get somewhere undetected... Ironically I don't think that's the problem. The thing is - I use these skills in combat. I will attack and stride to hide in plain sight with legendary sneak. And I'm doing it a lot. Maybe the GM just wants to be allowed to freely attack my PC
Claxon wrote:
It's a bit too late for that. I don't want to turn this into a drama thread, but at this point it is indeed possible this situation won't end well.
TheFinish wrote:
I could tell he was a bit jarred by it but he then rationalized it by saying it must be something like Killua's step from HxH From that moment on I kept being spotted by creatures with special senses, eventually this culminated in the bloodsense discussion I just want to roll my sneak checks :/ The fantasy of being able to hide from anything anytime is the whole reason I picked up the Rogue in the first place
Bluemagetim wrote:
I understand and I would be open to discuss such a change if this was proposed in the right way (even tho the feat does clearly say the character is safeguarding "at all times" which absolutely does negate the need to be aware of the presence of creatures with special senses)
Finoan wrote:
He knows I have the feat but he believes that what the feat does is to enable the basic rules for hiding from special senses (which are actually available by default)
Castilliano wrote:
Right, but I believe the crux of the matter is that, if you don't allow "foil senses" to always work [even when the basic rule wouldn't, such as when you don't know that a creature has a special sense] then the feat would be mechanically empty, as you are *already* allowed to try to take precautions against a sense you are aware of, without needing the feat. Is this reasoning correct?
Question: Foil Senses and Bloodsense
However, it seems to me that this is actually a basic rule that doesn’t require the feat:
That said, the feat clearly states that the character is "ALWAYS" considered to be taking precautions:
My position is that, if this weren't the case, the feat would have no mechanical effect. The procedure for avoiding special senses by describing how and why is already available to everyone, even without the feat. Therefore, if the feat does anything at all, that "something" must be allowing Stealth rolls always, even when the basic procedure (the one that is available without cthe feat) wouldn't apply. What do you think? |