Under the rules I proposed, it would never be easier to hit an invisible person. You only use Alertness to modify if they replace their defence roll with the block, which they won't do unless it's better. And modifying can only add 1.
It's easier if you're getting a +1 to your weapons value when you'd normally get a +0 if they were visible. And just because they're using their veil to dodge, doesn't mean they're harder to hit: Maybe their dodge is better but they just rolled poorly. Or maybe you'd be able to hit them anyways, despite the veil. You shouldn't be able to hit them harder because they're invisible.
With a grapple, "narratively appropriate actions" basically means any actions taken by the grappled person. Because narrating is easy.
You adjudicate grapple differently than I do, so I guess it's not a good example. I don't necessarily let successful attacks break a grapple.
Similarly, people could pretty much always justify their actions while veiled as not revealing their position. And that's a problem, since veils are powerful enough already.
You've misunderstood and have what I'm saying backwards. In the analogy, the veiled people are the grapplers, not the grapplees. So it's the people trying to find the veiled target who need the narrative justification, not the other way around.
That would make veils really really powerful.
Allowing a veil to stick around after someone attacks makes it more powerful but not moreso than a regular block.
I'm just saying that you should need a perception check to bring it down instead of another type of
action.
Presumably they tell people where you are. And once people know where you are, it's easy for them to track your movements.
Yeah, that's kind of the assumption I make but then glamours should work the same way.
So what if someone decides to attack someone who can't see them? Say two groups of soldiers are fighting. One member of one group is hidden in a sniper post, and one member of the other group is wearing an invisibility cloak enchanted item that provides a veil. Nobody sees through the stealth attempts before the shooting starts.
Here's a suggestion that might be simpler.
If you are veiled, no-one can shoot you except with zone-wide attacks because they don't know you are there and can't target you.
Once you attack, you can be targeted. You can use the veil to dodge(take your dodge or veil, whichever is higher). If you used the veil to defend, it goes away - whether the attack hits or not. You've given away your position, but your hiddenness was enough to dodge(or almost dodge) that last attack.
It makes them marginally useful but not overpowered in a combat situation. Being veiled can save your skin...but only once. They're mostly for out-of-combat situations.
For attacking while veiled, instead of tracking a hiddeness factor, just give people free chances to spot you when you attack.
Options:
1. a)Once one person spots you, the veil is gone (easiest)
b)Once one person spots you, the veil no longer applies to that person, but still applies to everyone else who failed to spot you.(bookkeeping)
2. a) Every time you attack, everyone gets a chance to spot you for free
b) If they fail to spot you at the beginning of the combat, they get no more free alertness checks. They either have to spend an action or invoke an aspect to spot try to spot you for free.
I think it works well for the cloak of invisibility guy but maybe not the sniper. You need to spot a sniper before you can target him at all, even when he's shooting...but that just may be a distance thing. A good sniper is going to be at least 3 zones away, so you'd need another sniper to hit him(or a speed power)...but that's why snipers constantly change positions.
I wonder if number of zones should be a factor? I remember playing Battlefeild and having a sniper picking people off. You're hiding behind cover waiting for shots, trying to spot the muzzle-flash. You can't just shoot him because you don't even know what zone he's in.