| Exton Land |
| 1 person marked this as a favorite. |
Some of the spells in 2e allow you to attempt a counteract check but have durations greater than a single round. Some examples include: True Seeing, Nondetection, and Aqueous Orb. The CRB is broadly silent about how these spells are meant to function after their initial counteract check.
Interestingly some spells do specify what happens after a failed initial check (Aqueous Orb for instance). There it'll say that after a failed check the spell/effect cannot try to counteract again. But that makes it an interesting problem. Many times in the CRB for 2e it's significant when there is a specifically called out example of something not being possible in one instance, but in others it is silent and often presumed to be permissive.
Here we are left to wonder. Is there a general rule that the limitations of Aqueous Orb and the like are circumscribing such that True Seeing attempts to counteract an illusion/transmutation every round so long as you are within 60 feet of the effect and the spell's duration has yet to expire. Or is the specific callout of Aqeous Orb restating what was already true and you attempt the counteract only once per effect? How would this interact with Constant True Seeing and the like. Maybe I'm missing something in the rules, but this looks like it needs an FAQ.
| SuperBidi |
| 5 people marked this as a favorite. |
The specific case of Aqueous Orb comes from the fact that the counteract check is generated by a repeatable event: moving the orb. If the line forbidding multiple counteract checks was missing, they would be allowed.
In the case of Nondetection and True Seeing, there's no such line because there's no repeatable event. They attempt one counteract check per effect and that's all.
| Exton Land |
The specific case of Aqueous Orb comes from the fact that the counteract check is generated by a repeatable event: moving the orb. If the line forbidding multiple counteract checks was missing, they would be allowed.
In the case of Nondetection and True Seeing, there's no such line because there's no repeatable event. They attempt one counteract check per effect and that's all.
Ah, but what if for True Seeing the person moves outside of 60 feet and then returns? That is a repeatable trigger.
And Scrying is a sustained spell as well, does that mean when it's sustained Nondetection or Mindblank try to counteract it again?
Font of Serenity is a spell without sustain that specifies that emotion effects are immune to counteracting by it for a day (even though this is much longer than the duration of the spell).
| thenobledrake |
I'm of the opinion that there are two possible interpretations for True Seeing and similar effects, and will be using that spell to illustrate.
Interpretation One: You attempt a counteract check against any effect in the area when you cast it, or that ends up in the area afterward, and if you succeed you can "see through it" for the duration of your true seeing and the effect would resume afterward if it still had it's own duration.
Interpretation Two: You get a check every round against any effect in the area, even if you've already failed to counteract it.
Now, the rules text doesn't really lean one way more than the other between these interpretations, but I think the other details of how this works and a couple of assumptions point out what I believe to be the intended interpretation.
Assumption One: true seeing is supposed to be "good" even if there is just one effect to counteract.
Assumption Two: there's supposed to be pros and cons to using true seeing rather than a heightened dispel magic.
If we then compare throwing dispel magic at the single thing that could be counteracted by true sight we see dispel magic having the pro of working for the whole party because the effect would be actually gone, not just "seen through" by the character with true seeing, and the cons of you needing to know what to throw it at (not a big deal usually) and it not having as much help against transmutation effects (since some creatures change shape without a dispelable effect, I believe).
On the flipside, true seeing has no pro that stacks up to "works for the whole party" because at the level of play it comes in at detect magic and read aura can very quickly tune in the appropriate target - unless, that is, true seeing gets to check for counteract every round of it's duration. That way we have the dispel magic being better because if you succeed your whole party benefits, and true seeing being just one character but more likely to actually succeed.
| thenobledrake |
Assumption: illusion disguises are a thing that can work sometimes, which isn't the case if the opponent gets to roll against them every round.
That depends on the relative level of the effects, though.
If you've got to roll a critical success to match or beat the level of an effect it's very unlikely to get you there even with repeated rolls, and when a regular success is enough the difference in DC might still require a high enough roll that you're just about as likely to keep failing as you are to succeed during a relevant window of time.
Though on the flip side, lower-level illusions are going to almost automatically fail since only a critical failure lets them persist.
| SuperBidi |
| 1 person marked this as a favorite. |
Ah, but what if for True Seeing the person moves outside of 60 feet and then returns? That is a repeatable trigger.
The trigger is to be in the area, not to enter it.
Also, True Seeing counteract check determines if you see through the illusion or not. Once it's determined, there's no need to determine it again. Otherwise, the illusion would be "blinking" every round, that would be very weird.Interpretation Two: You get a check every round against any effect in the area, even if you've already failed to counteract it.
There's absolutely nothing in the rules supporting this interpretation. If an effect happens every round, the rules state that it happens every round.
Assumption Two: there's supposed to be pros and cons to using true seeing rather than a heightened dispel magic.
Dispel Magic is mostly useless against illusions. To cast Dispel Magic on a spell, you need to know there's an effect, know where it is and be able to describe it. At that stage, the illusion is off.
Also, True Seeing works against any illusions and transmutations with or without durations, Dispel Magic only works against spells and items with a duration.| thenobledrake |
There's absolutely nothing in the rules supporting this interpretation. If an effect happens every round, the rules state that it happens every round.
To cast Dispel Magic on a spell, you need to know there's an effect, know where it is and be able to describe it. At that stage, the illusion is off.
These two statements seem to have differing levels of expectation for the rules to be explicit, and to my reading at least they are reversed in nature.
There's absolutely nothing in dispel magic saying you need to be able to describe the effect you're trying to dispel, or that "I think that's an illusion so I'm going to try and dispel it" isn't sufficient for that... and the part of true seeing that says it happens every round is that being the only possible way to combine "counteract check against any illusion or transmutation in the area" and "Duration 10 minutes"
Yes, it could be more clear as to when a check happens, and that added clarity could potentially prove me wrong if it doesn't say any effect in the area at any point during the duration rather than only when the spell is actually cast. But since true seeing should be (at least in my opinion) capable of things like being cast while exploring to stay on the lookout for illusory walls and an interpretation that doesn't call for a check any/every time an effect is in the area whether it started there or moved or the true-seeing target moved, I believe that trips the Ambiguous Rules game convention in the make-it-work fashion.
| SuperBidi |
There's absolutely nothing in dispel magic saying you need to be able to describe the effect you're trying to dispel
It's a targetted effect, so if you can't give the position of the effect, then you automatically fail.
And it targets a "spell effect". So, unless your GM is ok with "spell effect" being "I don't know", you'll have to describe what you are dispelling.If you can position an illusion and describe it, chances are high that the illusion is off.
True Seeing allows you to see through anything, especially what you don't know or can't describe precisely, which is kind of the point of illusions.
and the part of true seeing that says it happens every round is that being the only possible way to combine "counteract check against any illusion or transmutation in the area" and "Duration 10 minutes"
I agree that it's not crystal clear and that they could have worded it better. But there's nothing supporting the once per round ruling.
Jared Walter 356
|
If you've got to roll a critical success to match or beat the level of an effect it's very unlikely to get you there even with repeated rolls, and when a regular success is enough the difference in DC might still require a high enough roll that you're just about as likely to keep failing as you are to succeed during a relevant window of time.
This is mathematically not true. Even requiring a natural 20 to succeed, if you roll 100 times (1/round for 10 minutes) you have a 99.5% chance of success at least once.
1- [(19/20) to the 100th power]
| thenobledrake |
thenobledrake wrote:
If you've got to roll a critical success to match or beat the level of an effect it's very unlikely to get you there even with repeated rolls, and when a regular success is enough the difference in DC might still require a high enough roll that you're just about as likely to keep failing as you are to succeed during a relevant window of time.
This is mathematically not true. Even requiring a natural 20 to succeed, if you roll 100 times (1/round for 10 minutes) you have a 99.5% chance of success at least once.
1- [(19/20) to the 100th power]
You've missed the part of my post that says "during a relevant window of time."
| Aw3som3-117 |
One question regarding the repeated checks: What's so special about a round? Why not a check every other round? One per minute? One per hour?
My point isn't that these other options should be chosen, but rather that rounds are completely arbitrary, and assuming that something lasts a specified duration or happens again every certain duration is reading something into the text that simply isn't there. Unless, of course, someone can point me to a spot where rounds are referenced for counteract checks. Like... anywhere. I'm open to being proven wrong, but as far as I can tell no such reference exists, including in the relevant spells like true seeing which just says that "The GM rolls a secret counteract check against any illusion or transmutation in the area." Not one per round.
Anyway, as far as I can tell from what I've seen so far on this thread and some looking of my own it's just as valid to say that it should be every round as it is to say it should be every minute. But, no one claims that it should be once every minute. Why? Because there's no basis for that in the rules. The same standard should be applied regardless of how right the duration feels.
Technically one could argue that leaving an area and then reentering it would mean that the illusion spell is "in the area" multiple times, and thus requires multiple counteract checks, but good luck getting that one past a GM, as I see no reason why moving away from something makes you better at spotting it later.
| Ubertron_X |
Technically one could argue that leaving an area and then reentering it would mean that the illusion spell is "in the area" multiple times, and thus requires multiple counteract checks, but good luck getting that one past a GM, as I see no reason why moving away from something makes you better at spotting it later.
Which interestingly is exactly the way I would run it as a GM. While the spell decription does not state that it will try to counteract every round it does also not state that it will only try to counteract any given effect exactly once.
The thing that is changing when you move away (or the item / person in question moves away) is perspective. For example you can look at a hidden object puzzle game for many minutes, not finding what you are looking for, however after a short break (restroom or else) you often find the object immediately after returning. This simply is how human visual pattern recognition works. Every time you lose the pattern and have to aquire it again there is a new chance to notice differences. And while real life examples are most of the time not especially suited for comparisons to a fantasy game involving spells, this is how I make the connection.
Jared Walter 356
|
Jared Walter 356 wrote:You've missed the part of my post that says "during a relevant window of time."thenobledrake wrote:
If you've got to roll a critical success to match or beat the level of an effect it's very unlikely to get you there even with repeated rolls, and when a regular success is enough the difference in DC might still require a high enough roll that you're just about as likely to keep failing as you are to succeed during a relevant window of time.
This is mathematically not true. Even requiring a natural 20 to succeed, if you roll 100 times (1/round for 10 minutes) you have a 99.5% chance of success at least once.
1- [(19/20) to the 100th power]
What's a relevant window of time?
1round: 5% success?1 minute: 40% success?
3 minutes with 79%?
How long do you talk to someone in disguise? Likely a few minutes Making a check every round goes from almost guaranteed failure to almost guaranteed success really quickly. And frankly makes the spell "too good to be true"
Jared Walter 356
|
Jared Walter 356 wrote:What's a relevant window of time?I thought it would be clear that depends on context.
What is clear is that regardless of the context, the odds of success become overwhelming good even on a long shot, even on a relatively short amount of time. This clearly is too good to be true and we are we instructed that if it sounds to good to be true it's not intended.
I would it as Ubertron recommends.
| thenobledrake |
I think what hypothetically looks too-good-to-be-true can be found to be a lot less good than actually expected when put into practical context, and weighted for expectations that some effects in the game are meant to have a kind of this trumps that hierarchy.
Just like how matching a DC on a roll actually beats the DC instead of producing a stale-mate kind of result, effects that only exist to undo other effects are deliberately given the edge. That can be both having success mean counteracting 1 level higher, and the potential to roll more than just once ever for an effect because this high level spell doesn't actually do anything else.
And to mention it again, the same logic that prevents rolling a 2nd time because a thing to potentially see through is still in the area would apply to all cases in which the caster puts on the spell effect and then walks around to cause things to become in the area - and also makes creatures that have true seeing as a constant effect not actually have that mean anything, at least not without having the spell effect function in two completely different ways depending on whether it was actually cast and has a duration or is an always-on effect.
There's room to believe that the effect is already toned down enough from it's history of always working just by virtue of it not immediately seeing through an effect of comparable or higher level.
Jared Walter 356
|
If you've got to roll a critical success to match or beat the level of an effect it's very unlikely to get you there even with repeated rolls
Interpretation One: You attempt a counteract check against any effect in the area when you cast it, or that ends up in the area afterward, and if you succeed you can "see through it" for the duration of your true seeing and the effect would resume afterward if it still had it's own duration.
Your interpretation#1 is correct.
Interpretation #2 has no basis in the rules. Your justification for using it is that you are unlikely to success even with multiple rolls, but this is just not true. Your odds of success get really good really quick. Rapidly Becoming a near certainty rather than an unlikely event. Might as well skip all the die rolls and make it automatically succeed anyway same practical outcome without 30 or more die rolls.This may be counterintuitive, but is a predictable outcome with an understanding of probability and statistics.
As written:
The GM makes a (singular) secret counteract check. That's it one check, not one per round, not 1 per minute, but a singular check.
Full text:
Quote: "You see things within 60 feet as they actually are. The GM rolls a secret counteract check against any illusion or transmutation in the area, but only for the purpose of determining whether you see through it (for instance, if the check succeeds against a polymorph spell, you can see the creature's true form, but you don't end the polymorph spell)."
| Exton Land |
Absent any language limiting the spell to a single check we must assume that there is a meaningful distinction to be made here since there are instances where spells with a duration that could counteract each round are proscribed from doing so. Maybe you think it's an oversight, but the history of the spell strongly suggests that it's a constant battle for magics to beat true seeing. It used to just negate things, now at least a party has a chance to cast a high level invisibility sphere and sneak past the true seeing (constant) devil.
Speaking of how would all you single check people deal with a constant innate spell True Seeing devil? Still a single check? Make them have their exploration mode activity be to constantly cast it to get another check?
| SuperBidi |
Speaking of how would all you single check people deal with a constant innate spell True Seeing devil? Still a single check? Make them have their exploration mode activity be to constantly cast it to get another check?
They can't use it as an Exploration Activity as they would be fatigued after 10 minutes.
But otherwise, yes: A creature with a constant or at will True Seeing should be able to see through pretty much anything if given the proper time. That seems logical to me.| Captain Morgan |
Here we are left to wonder. Is there a general rule that the limitations of Aqueous Orb and the like are circumscribing such that True Seeing attempts to counteract an illusion/transmutation every round so long as you are within 60 feet of the effect and the spell's duration has yet to expire. Or is the specific callout of Aqeous Orb restating what was already true and you attempt the counteract only once per effect? How would this interact with Constant True Seeing and the like. Maybe I'm missing something in the rules, but this looks like it needs an FAQ.
A third possibility exists: Aqueous Orb was published in the APG, much later than True Seeing. It may not have even occurred to the designers that they needed to specify this until after the CRB was published, so they are putting in the language in future spells.
Aqueous Orb also has a distinct function in needing to be actively applied and moved onto the magical effect it tries to counteract, which feels pretty different than these other spells.
Maybe you think it's an oversight, but the history of the spell strongly suggests that it's a constant battle for magics to beat true seeing. It used to just negate things, now at least a party has a chance to cast a high level invisibility sphere and sneak past the true seeing (constant) devil.
On the other hand Illusions got an overall buff, and spell level is now much more important. Allowing the spell to fish for natural 20s over repeated attempts isn't really how any other counteract check works.
Also, Aw3some is correct that this once a round is an arbitrary length of time. Personally, I think Ubertron has the right idea with shifting your perspective. If anything makes sense, it would be giving the True Seeing another counteract check if the players uses a Seek action on the illusion.
| Exton Land |
Exton Land wrote:Speaking of how would all you single check people deal with a constant innate spell True Seeing devil? Still a single check? Make them have their exploration mode activity be to constantly cast it to get another check?They can't use it as an Exploration Activity as they would be fatigued after 10 minutes.
But otherwise, yes: A creature with a constant or at will True Seeing should be able to see through pretty much anything if given the proper time. That seems logical to me.
Sure they can. They're not sustaining the spell for more than 10 minutes, the spell isn't even Sustainable. They're casting it repeatedly, and there is nothing in the rules which says you cannot cast a spell repeatedly without becoming fatigued. It suggests you might be fatigued, but there's nothing actually saying you gain fatigued after casting spells for 10 minutes straight.
Also, Aw3some is correct that this once a round is an arbitrary length of time. Personally, I think Ubertron has the right idea with shifting your perspective. If anything makes sense, it would be giving the True Seeing another counteract check if the players uses a Seek action on the illusion.
I fail to see a trigger for "enters within 60 feet" on the counteract check. It is much simpler decision. Is it within 60 feet? Attempt a counteract check. Game time flow is tied to the round whether you think it makes sense or not, and is the easiest way for a GM to adjudicate how often to make a check for a spell, other than the ever popular, single check.
| Captain Morgan |
Captain Morgan wrote:Also, Aw3some is correct that this once a round is an arbitrary length of time. Personally, I think Ubertron has the right idea with shifting your perspective. If anything makes sense, it would be giving the True Seeing another counteract check if the players uses a Seek action on the illusion.I fail to see a trigger for "enters within 60 feet" on the counteract check. It is much simpler decision. Is it within 60 feet? Attempt a counteract check. Game time flow is tied to the round whether you think it makes sense or not, and is the easiest way for a GM to adjudicate how often to make a check for a spell, other than the ever popular, single check.
Well, Single Check is how I think it works, so. And if you want it to allow multiple checks, it makes more sense to make it allow rerolls when someone spends actions to actively focus on something rather than an arbitrary unit of time.