Attacking a supposed hidden creature at range


Advice


So I started up another campaign recently (GM) and I had a creature hiding in plain sight (such as a Mimic.) A player wasn't sure, so they used a ranged attack (for very low damage) to see if it would do anything or if it was mundane.

I decided to not have it do anything. My thinking is that ambush creatures with a low move speed who really can only defend themselves (or catch prey) by waiting until other creatures are in range would need to be willing to "play dead" to be successful at times. I was then questioned after the session why the ranged attack didn't work. (NOTE: I didn't actually check to see if they bypassed its defenses as I didn't want to give anything away.)

EDIT: I'd note that real life things that "play dead" are Int 2 or so in Pathfinder; meaning Int 2 is sufficient (but possibly higher than needed) to do this IMO.

I think some creatures with sufficient speed (a 40speed Cat that is ambushing you, for example) would make total sense to run off; it's unlikely you can catch it, match its skill checks, or even care that much as long as you didn't get mauled. A Mimic, Ooze, or a variety of other extremely slow ambush hunters that only survive based on looking as inconspicuous as possible however; really seem like they'd just have to be willing to stay put until they were sufficiently damaged (say, 70% HP missing) because they would've evolved, been created, or otherwise exist based on the idea that if they flinch; they're dead.

Do you see this as reasonable and fair?
How would you play such critters if the party did a mundane attack?

NOTE: The encounter was in such an area as to entice them with a nearby dead's treasure; but was easily avoidable. IMO; I didn't force the conflict and instead allowed them to decide to approach the thing.


Well, the mimic made a tactical, intelligent decision. Which troubles me, since it isn't intelligent. I can't think of any animals that just sit there once they have been hit. Generally speaking, they do something.

But this is the type of creature that sits until something comes to it, so its not really bad. Just it goes against what I'd expect. Mostly I think you should try to be consistent. So the next time the adventurers start building a siege engine in front of a mimic, it should stay still. Because in your game that is what mimics do.


Meirril wrote:

Well, the mimic made a tactical, intelligent decision. Which troubles me, since it isn't intelligent. I can't think of any animals that just sit there once they have been hit. Generally speaking, they do something.

But this is the type of creature that sits until something comes to it, so its not really bad. Just it goes against what I'd expect. Mostly I think you should try to be consistent. So the next time the adventurers start building a siege engine in front of a mimic, it should stay still. Because in your game that is what mimics do.

Mimics are smart though they have an int of 10.


Mimics are intelligent creatures, they can definitely do this. It's an intelligent tactic that makes sense for them.


Well, just for the sake of argument; I don't believe this is based on intelligence.

An easy example in Real Life:

-If you go outside tonight and find a Slug, poke it and notice that it will usually just play dead.(Int - )

____________________________
So to take this example out of the realm of intelligence I found something close-enough* in the Slithering Pit:
http://www.d20pfsrd.com/bestiary/monster-listings/oozes/slithering-pit/

*[Let's also assume that the sling'd stone in question conked the Pit and didn't fall into it.]

This otherwise meets the criteria of:
* Ambush Predator (read the description)
* Int 2
* Too slow to survive if it reacted to such things
* Good stealth check meaning that you don't actually know it's a thing (so that this is a realistic scenario)

Given a Slithering Pit, what would you do as a GM or How would you perceive inaction as a player when it became apparent (when it attacked you.)

Meirril wrote:
Mostly I think you should try to be consistent. So the next time the adventurers start building a siege engine in front of a mimic, it should stay still. Because in your game that is what mimics do.

I found this quite funny. On another forum I'd sig it. Good point too!


It seems to me if something is trying to fool something else, the relevant rules are the bluff skill. A circumstance bonus might apply (looking like a chest is probably worth something.)


Certainly it should probably involve some combination of bluff, disguise, and perception checks on the parts of the mimic and the party.

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