What counts as an attack for the purposes of the invisibility spell?
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Does that mean they took Pact of the Chain? If so, then it's a class feature that's supposed to be powerful. Maybe this signature trick makes their patron impressed, jealous, or bored...
They passed up on Pact of the Blade, so when they do get attacked, they're more vulnerable.
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DM is all powerful. Your job is to manage the fun for everyone, including yourself.
Just remember, people can run away, it's an option players and DMs often forget
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That is correct, and their imp is supposed to be quite powerful. But the resulting gameplay is kinda like stealth archer to the nth degree lol. I'm still trying figure out how to make it fun for both them while also giving the other players a fun experience and provide meaningful interesting challenges to the whole party
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I think the encounters are challenging in a way that required them to create unique solutions. Ultimately, are they having fun? And are you having fun?
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I can tip the scales but I don't think I'm comfortable yet with changing how the encounters work.
This is actually part of why I'm suggesting to think tactics instead of numbers. Wizards of the Coast have already done a lot of math to figure out good numbers for us in those modules, and a lot of the time they're not wrong. It's much easier in my opinion to make an encounter in my opinion by saying "this enemy doesn't have a real health bar. You either have to figure out the puzzle or they just hit you once a turn and then fuck off when everyone else dies"
For example, if we're in a cave and my very clever party runs into a group of goblins, I'm gonna throw a sneaky fella behind 3/4th cover on some ramparts with a slingshot. Oh, and the path to get up to the goblin is in the next room. He's not a real threat, but boy is he annoying. There's probably conveniently a rope that leads up there, a meathead can go climb it or someone clever could set the ramparts on fire. If they just ignore him, he's gonna go take those stairs behind him and annoy them for the next encounter too
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I really like that.
Although this is exactly what the familiar I'm trying to deal with is good at; I'll have to think of something that fits the campaign aesthetics and is also able to counter an invisible flying nuisance lol. Maybe they'll have to encounters more pact of the chain warlocks themselves lol
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5e RAW, they remain invisible. However, using the tinderbox will make noise so enemies will likely notice that.
In the 2024 rules, dealing damage (even not by attacking) causes invisibility to end.
NOTE: both versions of the rules (see the oil item description) state that in this scenario, an enemy only takes damage if it enters or ends its turn in the oiled space. Starting their turn in the burning oil does not cause damage, so just moving out of the space will prevent the damage.
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An invisible flying nuisance you say?
Stories of a dangerous telepath have made it around the kingdom. Some intelligent groups have realized that the telepath actually uses an invisible creature, and have created smoke traps and rope sensors to combat invisible forces, while other adversaries have chosen to enlist the help of more magic-oriented fighters to identify and nullify the threat. Mob-type enemies which tend to be less individually clever but effective in large groups have chosen to train close-combat more often, to diminish the benefits of the "telepath's" long range. While this is partially effective, they often run into issues where the invisible hand can attack from behind.
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What about item damage?
Items have hit points, you can damage them... I'm assuming that counts?Although idk if I'm ready to switch to the new rules mid-campaign
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I love it
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stealth archer to the nth degree
There are some good reads out there about invisibility in the fantasy worlds. I think one of the 3.5e splat books had an entire section dedicated to it (and I can't find it right now, super annoying). Most enemies, from the lowest tech bandit gang to a king's treasury, will have some idea about how to deal with it, because they live in a world where it happens, gets routine gossip on, and they've probably heard some strange creaks in the night (a tree branch, really) that they just know was an invisible demon creeping around when they were a vulnerable child...
It isn't really raining on your characters' parade to have the people in the world they live in expect things that go on in said world. Businesses and commonfolk alike have likely worried about everything from teleporting frog-polymorphing wizards to hell portals opening in their back room, and probably have some idea about what they think they would do.
Doors at night would have ceramic bowls stacked next to them, windows might have small screens or strings that need to be cut, any guard that is part of a decent organization will have resources stored somewhere to counter it (faerie fire or more 'out there' ideas like create water). I don't know about your edition, but 3.5e had specific checks that would tip off people that something is around. The sound of an imp's wings alone is going to be heard anywhere other than a raucous tavern (if you've ever heard a bird or bat flying by, imagine something 10x as heavy with leathery wings), because it isn't a superb owl, after all. Even mundane things would add up. Imagine the classic bell that rings when someone enters through a shop door. It was never intended to be an 'anti invisibility' thing, but it sure adds thematic drama to the affair.
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An attack is when you make an attack roll. So RAW this is absolutely allowed. You wouldn't get much damage out of an oil flask anyway.
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The 2024 spell ends immediately if you deal any damage. So, also item damage.
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Reading through some of my old comments and wanted to chime this in really quick: Paladins are great enemy forces. Detect good and evil is a great spell