
Warder1 |
First, thank you all for the replies! I have taken time to read through all of these and will definitely incorporate some feedback provided into the next opportunity I get on this.
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.
I did totally miss that. Thank you! I will have to implement that next time I get the chance to see how much of a difference that makes.
Just from the previous experience, it seems like it will end combat a round or two sooner (as I expect the sneak to pass more often than not) - but otherwise not change much.
But still, WoW and a couple of other monsters (poltergeist) are way off the normal curve for how nasty they are.
Yes, I am running a pre-written adventure path that features plenty of both of those. I understand why due to the deities involved, but because of the heavy play of invisibility with these two creatures I am looking at replacing some future encounters featuring these monsters with something else (or maybe making them elite but not using the invisibility at all...).
They're a good reason to make certain you have Magic Missile/Force Barrage handy (as if incorporeal creatures weren't enough).
Wouldn't magic missiles and Force Barrage just not work since they are immune to magic (at least the will-o'-wisps)? I'm torn, each one does damage based on something that could be physical (a dart of force / a projectile launched by force). But at the same time, isn't fireball just a ball of fire you are hurling - and they aren't immune to fire?
It seems like regardless of how the thing is done, it is still magical in origin so the WoW would at least be immune to them?
But it you have any other area effects, they aren't affected by flat checks.
How many area effects are low level enough? Alchemists have them with flasks, but how many others are? If it takes a specific class/archetype to beat a mechanic - that seems wrong to me.
You generally should be using readied actions
This could be helpful. But only works for characters with ranged attacks (i.e. won't work for the monk / fighter in my group). Because melee actions, if they aren't in reach, just go to waste. And I would assume invisible creatures would pop up in different places as a habit in combat.
packing Revealing Light/fairie fire/glitterdust scrolls or invisible enemies will be a pain,
I think I will remind them the next time they visit town about these options. Although based on the previous comment about "immunity to magic" for WoWs specifically I am not sure how well they work there. Although poltergeists it would work. My only concern then is it makes the combat too easy. BUT if the players want to spend some gold to make a combat trivial, that seems fine. But forcing them to spend gold to avoid a mechanic they dislike seems a little worse...
----------------------------------------------------------
All in all, it seems I was playing it (mostly) correctly. The part I missed only makes the combat end a few rounds sooner (if the invisible ones fail the sneak then more likely to be hit).
But my whole problem of invisibility of "the monster does the exact same thing every round" still stands (that is how it should be played). The players do almost the exact same thing with the following changes:
-Did the monster successfully sneak?
-Are you ranged (or spell based with a 1 action spell if not a WoW) and can ready an action to hit it when it becomes visible?
-Do you want to spend a few gold to make this combat really easy?
So I think those modifications can make it tolerable in smaller doses, but since I feel there are an excessive number of these creatures in this adventure path, I may look at substituting in some different creatures where appropriate.
Again, thank you all for your insight, I really appreciate it!