Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.1 6/24/83; site watmath.UUCP Path: utzoo!watmath!bstempleton From: bstempleton@watmath.UUCP (Brad Templeton) Newsgroups: net.games.frp Subject: Re: How do you DM an illusionist? Message-ID: <6189@watmath.UUCP> Date: Fri, 25-Nov-83 18:16:50 EST Article-I.D.: watmath.6189 Posted: Fri Nov 25 18:16:50 1983 Date-Received: Fri, 25-Nov-83 23:22:33 EST References: <1156@uwvax.ARPA> Organization: U of Waterloo, Ontario Lines: 31 I don't like the way most DM's do this. Like the one poster, many DMs just give NPCs an automatic saving throw. Yet PC's must actually state "I disbelieve" and take a round to do so. Then they get a save. I think this is no good. NPCs will notice flaws in player's illusions, and if there is something wrong with the illusion, exploit it, but otherwise they should have to follow the same disbelief rule. In particular, give extra points to a well designed illusion, or one that is incorperated with real things. If the illusion is of something that the victim fully expects to see, then chances are they will not get a save. If it is way out of the ordinary, then give them a good chance. Similarly, if you start throwing flaming oil at people (real) and then create an illusion of more oil coming and the flames getting higher, this is likely to get everybody. Phantasmal force can be best used augmenting a real effect. As for players, I allow any form of disbelief to give a save. For example: DM: You see a flock of Umber Hulks with wings coming at you. Player: Wings on an Umber Hulk? (At this point the player gets a save, and the DM either answers yes or no) Anything of the sort is good. "This doesn't sound right" "that's too dangerous" - any form of incredulity gets a save. -- Brad Templeton - Waterloo, Ont. (519) 886-7304