Frank wrote:That's not a fix. That's not even a difference. Having to concentrate every round to keep your illusion functioning is the normal rules. Only spells like Programmed Illusion can react to stimuli without constant input, and I think I've seen that spell cast a grand total of once ever.
I honestly think your idea has merit, but don't try to sell it with "new rules" that are just the old rules.
No one uses Programmed illusion simply because the current rules are written so poorly that we just handwave them away so that every illusion is a default Programmed Illusion.
The issue is:
A: By the rules, you need to do a Concentrate action (standard) to extend the duration of the spell. That all the rules say: duration.
B. By the rules, you should need a Redirect action (move equivilant) to change what the spell is doing. Technically, it shouldn't be able to react to someone unless you had readied a Redirect action for that person. By the Core rules, no illusion in the book can act or react without a caster's Redirect action (and I'm not even sure if the spell description allows the caster to use a Redirect action so that an illusion reacts).
C. People want illusions to take part in battle and react convincingly to events, and because the rules don't say if redirection or concentration allows that or not, DMs make a call and usually allow it.
Now, we admit that there is a lot of handwaving of the details of most spells, but I've never seen an illusion cast where the DM forced the caster to spend the Redirect action. Most DMs will just give you free interaction and reaction as long as you are doing the Concentration.
Thats why the current rules don't work. They rely 100% on DM interpretation, which is the death knell for any mechanic. These rules are new in the sense that they bring illusions into line with the way that people play them.
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To "fix" the illusion class of spells, you need to build on the redirect rules so that people know what kind of interaction happens, and what the limits are. Giving illusions stats like monsters makes it possible for people to get hints as to an illusion's true nature.
Make illusions smaller, for example, and give the AoE a movement rate so that someone can stumble out of it. Give it a "reaction time AC" so that we can figure out if the illusionist can think an Illusionary Troll dodging faster than the fighter can stab his sword (or if the fighter has a trick up his sleave that will force the illusionist to react inappropriately.)
Change illusions so that they have fixed, non-Concentration durations, and that a Redirect action is needed to make them react to a single person. Turn the Redirect action into a Standard action, and force people to Ready it to make it react to one guy. Make it so that Redirection happens on the illusionists turn (and is not continuous, so that people can move out of illusions not Readied on them).
Make it a no save spell so that "interaction" can no longer become an hour-long argument every game.
In this way, mass blinding become impossible and the spell becomes workable and balanced.