Quote:
Originally Posted by tbeard1999
I don't think so. "Disbelieving" is a misnomer. It's actually a very simple spell that unravels the illusion if successfully cast. The short story at the front of Wizard explicitly states that the protagonist's opponent *knows* that he's facing an illusion, but he still fails to disbelieve.
If you don't agree with this explanation, I see no problem with giving a bonus to someone attempting to disbelieve in cases where they are certain they are facing an illusion. I wouldn't make it automatic, though. I draw inspiration from the treatment of illusions in the classic Trek episode "Spectre of the Gun". Even though the humans *knew* they were facing illusions, the slightest uncertainty would doom them. Hence Spock's telepathic hypnosis.
And yeah, that was an epic campaign. I had the perfect mix of players - enough "flakes" to keep things interesting and enough "stables" to keep the game more or less on track.
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Actually, if you read my later comments on this, you'll see that I said exactly that -- it was a spell taught to
everyone in order to allow the average person to disbelieve an illusion cast by a crazed or evil person. Because it pretty clearly indicates that in the game rules...
It seems to me you also somewhat undermined your point about not making it automatic, when you used the Star Trek example -- Spock's hypnotism CONVINCED them that everything was only an illusion -- therefore, in the episode, they *automatically* disbelieved everything... ;-)