RE: Fw: Invisibility and Making Affinities

From: Dave Bailey <db_at_...>
Date: Thu, 11 May 2000 10:24:37 +0100

There's also the classic it only makes you invisible not all of your equipment, swords and the horse you rode in on......


Logo Amigos


PS If you're really nasty you can extend that to dirt, woad markings, nose rings and that arrow tip still embedded in your hip from last season........

> -----Original Message-----
> From: Erik Sieurin [SMTP:erik.sieurin_at_...]
> Sent: 11 May 2000 06:32
> To:
> Subject: SV: Fw: Invisibility and Making Affinities
> Robin D. Laws:
> > Most of these [potential game-breaking effects] are controllable under
> the HW system because it
> > allows for/relies on degrees of success.
> I agree. Games that do that (and not just give you a binary
> success/failure result) are my favorites; much easier to GM.
> > Whereas invisibility is not only problematic, it's
> > binary -- either you succeed in becoming invisible, or
> > you don't. The degree of success only comes into play
> > for the effect's duration.
> As people have said, it need not be binary. Just like I would govern
> illusory disguises, only a very good roll would be without flaws a
> perceptive opponent would detect:
> *You can be seen in a mirror.
> *Your shadow is visible.
> *You are visible when people are not looking directly at you - then you
> fade from view (the classic "corner of my eye thing")
> *Anyone who actually _cares_ to see whether someone is there has a fair
> chance of spotting you.
> *(classic D&D) I you do something extreme, like attacking someone, the
> ability's effect on people's minds ("He is not important - ignore him.
> Ignore him. Ignore him.") stops working, and survival instinct screams
> that you are really there - dodge, dodge I say!
> And so on.
> Erik
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