Xenocrat |
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I super disagree with SuperBidi that casting magic weapon or inspire courage are hostile actions that would pop invisibility.
My rule of thumb is that if an independent person making their own decisions has to do something to actually cause harm, your action did not cause them harm. So ordering a mind controlled enemy or a minion to attack is harm, buffing an ally who you're quite certain is going to attack but you aren't forcing to attack is not harm.
SuperBidi |
Ravingdork wrote:I super disagree with SuperBidi that casting magic weapon or inspire courage are hostile actions that would pop invisibility.My rule of thumb is that if an independent person making their own decisions has to do something to actually cause harm, your action did not cause them harm. So ordering a mind controlled enemy or a minion to attack is harm, buffing an ally who you're quite certain is going to attack but you aren't forcing to attack is not harm.
Unfortunately, it's not the rule, as this sentence says: "For instance, lobbing a fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be."
The word accidentally is not accidental. If you open a door and free a horrible monster on purpose it's a hostile action. If you help someone making a hostile action then you are performing a hostile action. You can't Aid on someone's Strike without becoming visible.Kelseus |
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What about Haste? Haste gives an extra action to Stride or Strike. Does that break Invisibility? If so, when?
Wizard Casts Haste.
Fighter's turn: Strike, Strike, Strike, Stride. Did he use his extra action to Strike or Stride? Does Invisibility drop as soon as the spell is cast? or only once the Fighter Strikes. What if the Fighter merely Strides 4 times? Is that hostile? Does he have to stride toward an opponent? What if he strides away from one opponent, but up to another? What if he is just slightly closer to another? Maybe the fighter wouldn't have taken the third strike? Can you say? Do we have to consider the play style of the specific player? "Well he rarely (but not never) takes that third attack."
Now if you draw the line at buffs, you never have to ask any of these questions. Buffs are a no, debuffs are a yes.
HammerJack |
What about Haste? Haste gives an extra action to Stride or Strike. Does that break Invisibility? If so, when?
Wizard Casts Haste.
Fighter's turn: Strike, Strike, Strike, Stride. Did he use his extra action to Strike or Stride? Does Invisibility drop as soon as the spell is cast? or only once the Fighter Strikes. What if the Fighter merely Strides 4 times? Is that hostile? Does he have to stride toward an opponent? What if he strides away from one opponent, but up to another? What if he is just slightly closer to another? Maybe the fighter wouldn't have taken the third strike? Can you say? Do we have to consider the play style of the specific player? "Well he rarely (but not never) takes that third attack."Now if you draw the line at buffs, you never have to ask any of these questions. Buffs are a no, debuffs are a yes.
IF your table ruling is to count buffs as a hostile action (not a universal interpretation), then Invisibility would break when you cast Haste with harmful intent, not during the fighter's turn. It's your hostile action that matters, not the result that comes of it, that you may or may not predict.
Xenocrat |
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Xenocrat wrote:Ravingdork wrote:I super disagree with SuperBidi that casting magic weapon or inspire courage are hostile actions that would pop invisibility.My rule of thumb is that if an independent person making their own decisions has to do something to actually cause harm, your action did not cause them harm. So ordering a mind controlled enemy or a minion to attack is harm, buffing an ally who you're quite certain is going to attack but you aren't forcing to attack is not harm.Unfortunately, it's not the rule, as this sentence says: "For instance, lobbing a fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be."
The word accidentally is not accidental. If you open a door and free a horrible monster on purpose it's a hostile action. If you help someone making a hostile action then you are performing a hostile action. You can't Aid on someone's Strike without becoming visible.
You can't let yourself be bound by the illogical foolishness of the writers when they're leaning out over their skates. If I deliberately free a "horrible monster" and my invisibility breaks, but he doesn't attack, at what point does my invisibility come back? Or is it the case that if I buff a friend who I think is going to attack I break invisibility, regardless of what he does, but if I'm moronically pacifistic and optimistic and think my barbarian friend isn't really going to use his axe anymore in combat I can cast Heroism on him in combat because I think he's just going to do a Performance check and I can't be responsible if he lets me down?
SuperBidi |
You can't let yourself be bound by the illogical foolishness of the writers when they're leaning out over their skates. If I deliberately free a "horrible monster" and my invisibility breaks, but he doesn't attack, at what point does my invisibility come back? Or is it the case that if I buff a friend who I think is going to attack I break invisibility, regardless of what he does, but if I'm moronically pacifistic and optimistic and think my barbarian friend isn't really going to use his axe anymore in combat I can cast Heroism on him in combat because I think he's just going to do a Performance check and I can't be responsible if he lets me down?
Well, from the rules, it looks like the intent is what makes you break Invisibility.
Anyway, it's the only reason you can justify the fact that you break Invisibility when commanding your Animal Companion to attack. An Animal Companion is not braindead, it's a creature who voluntarily obeys your orders.Xenocrat |
Xenocrat wrote:You can't let yourself be bound by the illogical foolishness of the writers when they're leaning out over their skates. If I deliberately free a "horrible monster" and my invisibility breaks, but he doesn't attack, at what point does my invisibility come back? Or is it the case that if I buff a friend who I think is going to attack I break invisibility, regardless of what he does, but if I'm moronically pacifistic and optimistic and think my barbarian friend isn't really going to use his axe anymore in combat I can cast Heroism on him in combat because I think he's just going to do a Performance check and I can't be responsible if he lets me down?Well, from the rules, it looks like the intent is what makes you break Invisibility.
Anyway, it's the only reason you can justify the fact that you break Invisibility when commanding your Animal Companion to attack. An Animal Companion is not braindead, it's a creature who voluntarily obeys your orders.
It voluntarily permanently surrendered any future ability to disobey your orders unless controlled by outside magic. So it is effectively braindead when you command it.
Kelseus |
An Animal Companion is not braindead, it's a creature who voluntarily obeys your orders.
But your animal companion is not a creature. It's a game piece. And by using the action to command them to attack, you are moving the game piece in a way that causes harm to another creature.
Buffing the party does not involve moving a game piece to harm another creature.
SuperBidi |
It voluntarily permanently surrendered any future ability to disobey your orders unless controlled by outside magic. So it is effectively braindead when you command it.
It doesn't surrender anything. You make that up to justify your point of view. Animal Companions have all their mind.
Themetricsystem |
i can't see "buffing" as causing either direct or indirect harm.
i can see "debuffing" causing indirect harm
i can see commanding something to go strike somethng else as indirect harm
i dont see commanding something to do a double stride as either direct or indirect harm
Buffs - I would give most buffs a pass, that is UNLESS it's being applied to an ally who is actively engaged in combat which I would personally consider hostile toward your opponent. Healing, Haste, or really any mechanical benefit granted to them whatsoever (such as Aid Another checks) could be grounds for losing invisibility.
Debuffs - Nods head
Commands - Agreed 100% with you on this, it is situational depending on your command. For example, telling your Minion to retreat shouldn't end invisibility but telling it to move into a flanking position should.
At the end of the day, it's always come down to a judgment call by the GM though which, I think, is working as intended.
We should also not forget that hostility, like harassment, is defined not by the person taking any such action but those who are impacted by or who witness it. The only thing you REALLY need for a given course of action to be considered hostile is for it to be acting in opposition to another creature. Giving your friend a mean or menacing look probably wouldn't be considered hostile but if you did that with a police officer or anyone in a position of authority over you on the other hand... you might very well be in for a long day-week-month-lifetime due to the consequences you provoked.
Ravingdork |
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Unfortunately, it's not the rule, as this sentence says: "For instance, lobbing a fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be."
The word accidentally is not accidental. If you open a door and free a horrible monster on purpose it's a hostile action. If you help someone making a hostile action then you are performing a hostile action. You can't Aid on someone's Strike without becoming visible.
That line is so fuzzy, it's not even recognizable as a line. Rulings would be highly inconsistent, at best, and unenforceable at worst.
A rule needs to be clear to be an effective rule. That is not.
thenobledrake |
Yeah, I mean: even Heal is very much on the fence here: If there are undead in the area of effect, casting heal is harmful, but what if you didn't know the attackers that took out two of your allies and are barely hurt are undead?
That's literally covered by the example of not knowing that opening the door would cause harm, so heal isn't on the fence - it's definitely not breaking your invisibility, except if it definitely is because you know you're going to harm undead by casting it.
SuperBidi |
SuperBidi wrote:Unfortunately, it's not the rule, as this sentence says: "For instance, lobbing a fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be."
The word accidentally is not accidental. If you open a door and free a horrible monster on purpose it's a hostile action. If you help someone making a hostile action then you are performing a hostile action. You can't Aid on someone's Strike without becoming visible.
That line is so fuzzy, it's not even recognizable as a line. Rulings would be highly inconsistent, at best, and unenforceable at worst.
A rule needs to be clear to be an effective rule. That is not.
In my opinion, the reason why people are annoyed by this rule is that in the past you could use Invisibility during combat and still participate. Hence this discussion: People are searching for what they can do during a combat without taking hostile actions. It's ridiculous. Maybe the whole point of this rule is: You can't stay invisible during a combat if you participate, period. Combats are based on hostility. So all of your combat actions (unless they are aimed at stopping or escaping the fight) will directly or indirectly harm someone.
Easy to apply, and you don't have to wonder if healing the Fighter is an indirect hostile action.thenobledrake |
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You used to be able to be invisible and still participate in combat. You still can, but you used to, too.
The difference is only that what used to be "The spell ends if the subject attacks any creature. For purposes of this spell, an attack includes any spell targeting a foe or whose area or effect includes a foe. Exactly who is a foe depends on the invisible character's perceptions. Actions directed at unattended objects do not break the spell. Causing harm indirectly is not an attack. Thus, an invisible being can open doors, talk, eat, climb stairs, summon monsters and have them attack, cut the ropes holding a rope bridge while enemies are on the bridge, remotely trigger traps, open a portcullis to release attack dogs, and so forth. If the subject attacks directly, however, it immediately becomes visible along with all its gear. Spells such as bless that specifically affect allies but not foes are not attacks for this purpose, even when they include foes in their area." is now "If the target uses a hostile action, the spell ends after that hostile action is completed."
The former is rambling, inconsistent (since you couldn't target a foe with anything, even a beneficial spell, but could summon something with the express intent of attacking a foe), and overly specific so that anything that isn't explicitly listed isn't covered at all - while the later is concise, easy to apply consistently, and has built-in future-proofing.
Franz Lunzer |
Franz Lunzer wrote:Yeah, I mean: even Heal is very much on the fence here: If there are undead in the area of effect, casting heal is harmful, but what if you didn't know the attackers that took out two of your allies and are barely hurt are undead?That's literally covered by the example of not knowing that opening the door would cause harm, so heal isn't on the fence - it's definitely not breaking your invisibility, except if it definitely is because you know you're going to harm undead by casting it.
Right, sorry. I didn't type out my complete question:
So, what if the player or character doesn't know but suspects the attackers to be undead? Does the invisibility now end depending on whether the attackers actually are undead or not?
Or does it end anyway because the cleric intends to harm but doesn't actually harm the suspected (but not actually) undead attackers?
thenobledrake |
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Right, sorry. I didn't type out my complete question:
So, what if the player or character doesn't know but suspects the attackers to be undead? Does the invisibility now end depending on whether the attackers actually are undead or not?
Or does it end anyway because the cleric intends to harm but doesn't actually harm the suspected (but not actually) undead attackers?
This is simple. The GM probably knows whether or not the player believes they are going to be causing damage, and can act accordingly.
If the situation is the rare case of the player trying to deceive the GM, there's still a good chance the GM knows what's going on and can act accordingly.
So basically, if the player is trying to confirm their foes are undead by casting healing, that's a hostile action whether or not they are right.
And if the player believes they are about to harm some foes but has deceived the GM into believing that the player doesn't know that's going to happen and is just healing in an area thinking they'll heal their opponents too... then congratulations, you lied to your GM and didn't get caught. Probably should quit that while you're ahead, though, because no one gets away with lying forever and once you do get caught you might end up never being trusted again and/or booted from the group.
Ascalaphus |
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Gosh, it really is tricky. But let's take a stab at narrowing down hostility.
1) Direct harm certainly breaks invisibility. Even if you didn't mean to hurt anyone with your area Heal, if you did, then it breaks invisibility.
2) I would consider inflicting conditions on someone to usually be hostile, especially in a combat like context where they'll be followed up on. But I can imagine a more Scooby-Doo like scenario where you're just trying to pretend to be a ghost and scare people off nonviolently and then I might allow it. So debuffing in combat is generally hostile.
3) Coming to the indirect harm - cutting the rope bridge is definitely hostile.
4) Indirect harm by enabling - we have a rule saying that accidental enabling isn't hostile, like opening the door for the horrible monster you didn't know about. I guess casting Haste on a party member that you thought was just going to Stride towards the exit four times is also okay, but if he then has a change of heart and attacks, you're not responsible.
5) Commanding minions, and things like opening the kennel with the trained attack dogs - I'd say enabling these is probably hostile. Key for me is that the critters aren't really making any decision; you're making a decision by commanding them or opening the cage.
6) Buffing allies, enabling allies - is opening the door so the fighter can walk in hostile? It could indirectly result in harm. (Yes, I just called your party member a horrible monster.) I don't think I'd count it as a hostile act though - while you're buffing the other character, the other character still gets to choose whether to actually take any hostile actions.
7) Far-fetched long-range indirect effects - if I use Invisibility to escape the fight now, I could come back tomorrow with better spells prepared. Is that indirectly causing harm? I think that's stretching the text way, way beyond the intent.
Leeroy Jethro Bodine |
Ravingdork wrote:SuperBidi wrote:Unfortunately, it's not the rule, as this sentence says: "For instance, lobbing a fireball into a crowd would be a hostile action, but opening a door and accidentally freeing a horrible monster would not be."
The word accidentally is not accidental. If you open a door and free a horrible monster on purpose it's a hostile action. If you help someone making a hostile action then you are performing a hostile action. You can't Aid on someone's Strike without becoming visible.
That line is so fuzzy, it's not even recognizable as a line. Rulings would be highly inconsistent, at best, and unenforceable at worst.
A rule needs to be clear to be an effective rule. That is not.
In my opinion, the reason why people are annoyed by this rule is that in the past you could use Invisibility during combat and still participate. Hence this discussion: People are searching for what they can do during a combat without taking hostile actions. It's ridiculous. Maybe the whole point of this rule is: You can't stay invisible during a combat if you participate, period. Combats are based on hostility. So all of your combat actions (unless they are aimed at stopping or escaping the fight) will directly or indirectly harm someone.
Easy to apply, and you don't have to wonder if healing the Fighter is an indirect hostile action.
But wouldn't not getting in combat cause harm to indirectly come to someone else since your not an availble target? So by staying invisible someone else got hurt and therefore your (in)actions caused indirect harm.
Draco18s |
And now we're getting into the realm of "why Asimov's three laws are not a solution to real AI safety."
See also: Do we fall into an “artificial intelligence” trope or is it reality?
mrspaghetti |
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Gosh, it really is tricky. But let's take a stab at narrowing down hostility.
1) Direct harm certainly breaks invisibility. Even if you didn't mean to hurt anyone with your area Heal, if you did, then it breaks invisibility.
Well, no. I think truly accidental/unintentional harm is explicitly non-hostile per the "horrible monster" clause.
mrspaghetti |
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In my opinion, the reason why people are annoyed by this rule is that in the past you could use Invisibility during combat and still participate. Hence this discussion: People are searching for what they can do during a combat without taking hostile actions. It's ridiculous. Maybe the whole point of this rule is: You can't stay invisible during a combat if you participate, period. Combats are based on hostility. So all of your combat actions (unless they are aimed at stopping or escaping the fight) will directly or indirectly harm someone.
Easy to apply, and you don't have to wonder if healing the Fighter is an indirect hostile action.
If that were the intent then it could have been much more clearly articulated. It would be a huge departure from how Invisibility has always worked.
SuperBidi |
If that were the intent then it could have been much more clearly articulated. It would be a huge departure from how Invisibility has always worked.
"A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm."
When you think about it, it's extremely clear. The problem is that people want to play around the rule. Like: "I'm buffing my teammate with Inspire Courage which gives bonuses to damage and attack but it won't indirectly harm someone". You don't need a convoluted application of the rules to see that Inspire Courage aims at harming people indirectly. That's the whole point of this spell.Draco18s |
I agree with SuperBidi.
But I will point out that "I am not aware that those enemies are undead and I use 3-action Heal on my allies" still falls into a weird spot. Those enemies DO take damage, directly, even if you were unaware.
And that should probably break invis.
Same could be true for other AOE effects that don't normally trigger a harmful effect. E.g. a specific creature type that suffers damage when it witnesses an enemy receive a buff (for sake of argument, just some effect that does not normally break invis). The player expects their buff to not break invis, they do it, the enemy takes damage, and then...
Either invis fails (direct harm clause -> unexpected behavior)
or it doesn't ("hey I can just keep doing this forever!" -> exploit)
manbearscientist |
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I don't overthink this when it comes to my games. I use hostile's primary meaning (according to Webster: "of or relating to an enemy".)
By that measure attempting to inflict negative conditions and damage (things done to enemies) is hostile. Positive conditions and healing (things done to allies) are not.
I take indirect as 'controlled by you, but not from you.' If you have total control over something that would inflict a negative condition or damage to an enemy, it breaks your invisibility. This includes items (Horn of the Ram), deliberating setting off traps, or commanding a minion. It doesn't include actions that might influence uncontrolled behavior. A totally hostile monster behind a door might count as a trap for these purposes, but that is the only case with leeway.
So Inspire Courage? Positive effect, therefore it wouldn't break invisibility, but it probably would make you hidden rather than undetected to those within earshot.
Using Illusory Creature to try to scare an opponent into a trap? Okay, so long as you aren't making a Demoralize, Shove, or Strike via the creature. If a creature not controlled by you decides on its own to flee a dragon, that is far enough removed from you.
Casting a Wall of Fire to try and scare them? Hostile. Wall of Fire deals damage. Wall of Ice can also deal damage, so it is out.
Casting a Wall of Stone to try to make them go a different direction? Okay. Difficult terrain isn't an effect on the creature, and that is the only thing the spell does that could be interpreted as inflicting a negative condition (destroyed wall segments are difficult terrain).
HammerJack |
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I agree with SuperBidi.
But I will point out that "I am not aware that those enemies are undead and I use 3-action Heal on my allies" still falls into a weird spot. Those enemies DO take damage, directly, even if you were unaware.And that should probably break invis.
Same could be true for other AOE effects that don't normally trigger a harmful effect. E.g. a specific creature type that suffers damage when it witnesses an enemy receive a buff (for sake of argument, just some effect that does not normally break invis). The player expects their buff to not break invis, they do it, the enemy takes damage, and then...
Either invis fails (direct harm clause -> unexpected behavior)
or it doesn't ("hey I can just keep doing this forever!" -> exploit)
Your conclusion there is not quite right.
The enemy takes damage. Invisibility doesn't break. If the player then says "Hey, I can keep doing this forever!" and attempts to exploit, invisibility DOES break the next time, because they now know that they'll be doing damage, and so the same action is now hostile, when it wasn't before.
Gray Warden |
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Gentlemen, gentlemen, there is a solution here you're not seeing.
Just don't use Invisibility in combat. If something is so heavily dependent on GM fiat that you will more often than not feel you have no agency on your character's actions, then don't use it.
SuperBidi |
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I don't overthink this when it comes to my games. I use hostile's primary meaning (according to Webster: "of or relating to an enemy".)
By that measure attempting to inflict negative conditions and damage (things done to enemies) is hostile. Positive conditions and healing (things done to allies) are not.
I take indirect as 'controlled by you, but not from you.' If you have total control over something that would inflict a negative condition or damage to an enemy, it breaks your invisibility. This includes items (Horn of the Ram), deliberating setting off traps, or commanding a minion. It doesn't include actions that might influence uncontrolled behavior. A totally hostile monster behind a door might count as a trap for these purposes, but that is the only case with leeway.
So Inspire Courage? Positive effect, therefore it wouldn't break invisibility, but it probably would make you hidden rather than undetected to those within earshot.
Using Illusory Creature to try to scare an opponent into a trap? Okay, so long as you aren't making a Demoralize, Shove, or Strike via the creature. If a creature not controlled by you decides on its own to flee a dragon, that is far enough removed from you.
Casting a Wall of Fire to try and scare them? Hostile. Wall of Fire deals damage. Wall of Ice can also deal damage, so it is out.
Casting a Wall of Stone to try to make them go a different direction? Okay. Difficult terrain isn't an effect on the creature, and that is the only thing the spell does that could be interpreted as inflicting a negative condition (destroyed wall segments are difficult terrain).
So you can use Summons and Animal Companion as you don't have total control over them. You can also cut the ropes of the bridge as long as someone else is also doing it (you don't have total control). You can't strike a rope to cut it with your sword because Strike is a hostile action even if it's not done on a creature (same example than your Wall of Fire which is a hostile action whatever your intent).
HammerJack |
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If something is so heavily dependent on GM fiat that you will more often than not feel you have no agency on your character's actions, then don't use it.
Feeling like you have no agency when rules involve the GM making a judgement call is a long, long way from a universal assumption.
Gray Warden |
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Gray Warden wrote:If something is so heavily dependent on GM fiat that you will more often than not feel you have no agency on your character's actions, then don't use it.Feeling like you have no agency when rules involve the GM making a judgement call is a long, long way from a universal assumption.
And in fact that's not what I've written.
Themetricsystem |
HammerJack wrote:And in fact that's not what I've written.Gray Warden wrote:If something is so heavily dependent on GM fiat that you will more often than not feel you have no agency on your character's actions, then don't use it.Feeling like you have no agency when rules involve the GM making a judgement call is a long, long way from a universal assumption.
Do you mind clarifying what you were trying to say if that's the case?
I too got the same impression that HammerJack did based on what you wrote and am having a hard time parsing your message is it wasn't meant to convey: "Don't use features/rules/spells that require GM fiat that the player cannot control."
Talonhawke |
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I agree with SuperBidi.
But I will point out that "I am not aware that those enemies are undead and I use 3-action Heal on my allies" still falls into a weird spot. Those enemies DO take damage, directly, even if you were unaware.And that should probably break invis.
Same could be true for other AOE effects that don't normally trigger a harmful effect. E.g. a specific creature type that suffers damage when it witnesses an enemy receive a buff (for sake of argument, just some effect that does not normally break invis). The player expects their buff to not break invis, they do it, the enemy takes damage, and then...
Either invis fails (direct harm clause -> unexpected behavior)
or it doesn't ("hey I can just keep doing this forever!" -> exploit)
Which now of course leads to invisible enemies in range of said abilities causing you to lose invisibility over harm you couldn't ever possibly of intended.
graystone |
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Do you mind clarifying what you were trying to say if that's the case?
I too got the same impression that HammerJack did based on what you wrote and am having a hard time parsing your message is it wasn't meant to convey: "Don't use features/rules/spells that require GM fiat that the player cannot control."
It's an IF THEN statement. IF you worry about GM fiat, THEN don't use it in a way that tempts fate: say if you play with different DM [say PFS], you might want to expect table variance on it and plan according. If you don't worry about GM fiat, then the post doesn't apply to you. Simple.
Gray Warden |
Gray Warden wrote:HammerJack wrote:And in fact that's not what I've written.Gray Warden wrote:If something is so heavily dependent on GM fiat that you will more often than not feel you have no agency on your character's actions, then don't use it.Feeling like you have no agency when rules involve the GM making a judgement call is a long, long way from a universal assumption.Do you mind clarifying what you were trying to say if that's the case?
I too got the same impression that HammerJack did based on what you wrote and am having a hard time parsing your message is it wasn't meant to convey: "Don't use features/rules/spells that require GM fiat that the player cannot control."
1) I didn't make any assumption (what would an universal assumption mean, I don't know), I made a suggestion.
2) My suggestion was based on an if statement. If statements define two forks:
Fork 1: if you feel represented by that statement, then feel free to follow my suggestion (or not, it's fine either way).
Fork 2: otherwise, my suggestion clearly doesn't apply to you, and I'm not here to convince you to change your mind on anything.
EDIT: Wow, @graystone, that's uncanny :D
manbearscientist |
So you can use Summons and Animal Companion as you don't have total control over them. You can also cut the ropes of the bridge as long as someone else is also doing it (you don't have total control). You can't strike a rope to cut it with your sword because Strike is a hostile action even...
To be honest, I think it was odd to throw those out because I though they were obviously covered with my examples.
Summon - minion. You command it to attack? Hostile.
Animal companion - minion. You command it to attack? Hostile.
Actions with items? Covered with Ring of the Ram. If your actions are to make something else immediately deal damage to an enemy (a falling bridge, a Ring of the Ram, command to Strike) it is obviously hostile even if your actions themselves didn't inflict the damage. Of course, the same is true of conditions or even forced movement. Activating something that continues to cause damage or inflict conditions ahead of time is also hostile even if it isn't immediate (e.g. Wall of Fire, or some types of traps).
Striking a rope, however, is not inherently hostile. Because it is not "of or related to an enemy", at least not unless your character for some reason thinks rope is the enemy. It would be just fine to cut a rope to drop a bridge and delay enemies from reaching your party. But if you cut the rope with enemies on it, your actions are immediately going to result in enemies taking fall damage and that's hostile.
Personally, I've never had even an iota of issue with my player's not knowing what is or is not covered under these rules.
Talonhawke |
Striking a rope, however, is not inherently hostile. Because it is not "of or related to an enemy", at least not unless your character for some reason thinks rope is the enemy. It would be just fine to cut a rope to drop a bridge and delay enemies from reaching your party. But if you cut the rope with enemies on it, your actions are immediately going to result in enemies taking fall damage and that's hostile.
But no setting the bridge up to fail later of course. So no invisible sabotage of things either break them outright or leave them alone.
But also what if in cutting the empty bridge your character knows the enemy now has to take a route sure to injury at least one of them? Can I now invisibly cut the rope? What about if I know I'm stranding someone in a area likely to cause them to suffer a detriment like kicking a ladder back into a tomb that i know the enemy is in and is full of awakening undead?
manbearscientist |
But no setting the bridge up to fail later of course. So no invisible sabotage of things either break them outright or leave them alone.
But also what if in cutting the empty bridge your character knows the enemy now has to take a route sure to injury at least one of them? Can I now invisibly cut the rope? What about if I know I'm stranding someone in a area likely to cause them to suffer a detriment like kicking a ladder back into a tomb that i know the enemy is in and is full of awakening undead?
Actually, sabotage isn't something I've considered off limits. Actual sabotage hasn't come up, but snares have. The criteria I use for indirect actions are "immediate, obvious harm" or "ongoing, continuous harming effect."
So a Wall of Fire is right out, but not something that is reactive or conditional. You could set up a snare, or arm some types of traps for instance. A pitfall trap would be fine, because it is reactive. Pulling a lever to unleash a cloud of noxious vapors down a corridor is an ongoing, continuous effect that would count even if enemies weren't nearby.
Stopping someone from getting out of the way of harm is two steps of separation, and I've been fine with it. So kicking a ladder down to prevent them from escaping is fine. Things that can butterfly effect into harm aren't my focus.
Differentiating between continuous and reactive may seem obtuse, but the intent is that a continuous effect WILL immediately harm enemies you aren't aware of, while setting up something conditional MIGHT harm enemies later on. I don't want to deal with conditionals, but I also don't want players to argue that they can cast Wall of Fire while invisible so long as they close their eyes and don't know enemies are in its area.
Aswaarg |
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I know is less interesting than invisibility, but the same applies to Sanctuary.
And I think is interesting to detach this discussion from invisibility because being invisible and doing some kind of things can feel too much strong.
But what about being under Sanctuary and debuff an enemy (like evil eye, demoralize, or Bon Mot). Or in the other side, buffing your teamates with Stroke of hearts... Making "everything" an hostile action would impide some cool plays and nerf some things that are not overpowered (at least I think).
I liked the interpretations were if you start out of combat and do that action, would the NPC condider it Hostile? It is a good rule of thumb, but it feels hard to apply sometimes.
Lets make an example with the players on the other side of the effect. Let´s say a caravan with some merchants and guards meets the players on the road. One of the NPCs use a spell to buff their allies. Would the players feel that the NPCs are hostile? Would you describe this action as hostile to them?
In this same example, let´s say one of the guards makes fun from a PC because of his stature (I would say that´s a Bon Mot). Would the players consider this an hostile action?
Anyway, I was questiong myself about this, but I think the best answer for me and my players is trying to make it simple and fun. So I will go with buffing/deffing is ok. Doing any kind of damage is not ok.
Squiggit |
I know is less interesting than invisibility, but the same applies to Sanctuary.
Sanctuary applies when someone "attacks."
Invisibility breaks when you make a "hostile action."
Both of those have different definitions in the rules, so it's not really the same.
thenobledrake |
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Aswaarg wrote:I know is less interesting than invisibility, but the same applies to Sanctuary.Sanctuary applies when someone "attacks."
Invisibility breaks when you make a "hostile action."
Both of those have different definitions in the rules, so it's not really the same.
Sanctuary protects against attacks, but it breaks if the protected creature "uses a hostile action" just like invisibility.
The Raven Black |
mrspaghetti wrote:If that were the intent then it could have been much more clearly articulated. It would be a huge departure from how Invisibility has always worked."A hostile action is one that can harm or damage another creature, whether directly or indirectly, but not one that a creature is unaware could cause harm."
When you think about it, it's extremely clear. The problem is that people want to play around the rule. Like: "I'm buffing my teammate with Inspire Courage which gives bonuses to damage and attack but it won't indirectly harm someone". You don't need a convoluted application of the rules to see that Inspire Courage aims at harming people indirectly. That's the whole point of this spell.
It is indeed extremely clear and puts as hostile things that do not feel like it. For example casting a Heal, even only to heal your friends, will always be hostile since casting Heal can harm another creature and anyone casting it is well aware of this. Note that the definition does not need for a creature to actually be harmed.
Because of this and because it is so far from the PF1 version, there can be HUGE table variation about this, as shown by this thread. There goes my PFS concept of a dedicated buffer using all the protective spells that go away when you act hostile.
The mere fact that such a concept becomes not viable in PFS strikes me as a good hint that RAI is closer to PF1. Alas, RAW goes another way.
thenobledrake |
For example casting a Heal, even only to heal your friends, will always be hostile since casting Heal can harm another creature and anyone casting it is well aware of this.
That's false.
They clearly do not mean "can harm or damage another creature" in the sense of hypothetical possibility - they mean now. As such cssting heal is only hostile if the creatures you target with it (or that are in the area if using the 3-action casting) would take damage.
The sidebar on page 444 is meant to help us all understand stuff like this. To paraphrase: read rules with the goal of making them actually functional and balanced - not with a goal of bending them out of shape to get some benefit or prove that they don't function.
shroudb |
If we're saying that giving buffs to someone is hostile action, since that someone can hurt another.
Then doesn't that mean that using Heal on someone is hostile since that someone can live/stay longer to hurt another?
By the same sense, simply moving towards the target, while invisible, is indirect harm since you're moving closer to enable yourself to hurt them.
and etc
I think that in all those cases that's taking it to the extreme.
Giving a buff, or healing someone, or generally helping someone, is not indirect harm imo. The action of making someone stronger is not causing either harm or indirect harm. It may help them, but at that point it's *their* actions that cause the harm, nopt yours.
Squiggit |
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The action of making someone stronger is not causing either harm or indirect harm. It may help them, but at that point it's *their* actions that cause the harm, nopt yours.
While true, the definition of hostile action includes a mention of accidentally freeing a monster as an action that doesn't count as hostile.
The use of 'accidental' suggests that knowingly releasing a horrible monster would be hostile.
Honestly though, I'm not sure it'd be that bad, thematically, if healing your allies was considered potentially hostile too.
Maybe it'd be okay to just firmly cement un-heightened invisibility as a non-combat spell, rather than this back and forth weaseling over definitions and arguing over degrees of separation we've been doing, trying to find the best way to fight without fighting to preserve that hidden condition.
shroudb |
shroudb wrote:The action of making someone stronger is not causing either harm or indirect harm. It may help them, but at that point it's *their* actions that cause the harm, nopt yours.While true, the definition of hostile action includes a mention of accidentally freeing a monster as an action that doesn't count as hostile.
The use of 'accidental' suggests that knowingly releasing a horrible monster would be hostile.
Honestly though, I'm not sure it'd be that bad, thematically, if healing your allies was considered potentially hostile too.
Maybe it'd be okay to just firmly cement un-heightened invisibility as a non-combat spell, rather than this back and forth weaseling over definitions and arguing over degrees of separation we've been doing, trying to find the best way to fight without fighting to preserve that hidden condition.
I think deliberately freeing something like a rampaging monster is more akin to commanding a summon to attack. You may not give it the dirct order, but you know that this is what it'll do and your action directly caused it.
That's different than buffing/healing, both because you dont control the actions of your sentent, thinking, targets, and because you dont enable them to do something they couldnt do before.
I agree that it is something that will see huge table variation, because "indirect harm" is pretty much "what the GM says" but i think that in the spirit of the game we must keep some form of moderation.
If we start seeing "walking" as "indirect harm" then I think we miss the spirit of the rules.