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Thread: combos for hex
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2017-10-11, 10:31 AM (ISO 8601)
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Re: combos for hex
At the risk of stoking the flames: targets don't notice the hex's effect itself, for the simple reason that the spell doesn't say so. "Charm person" has noticing being magically influenced in its description, for example, while hex doesn't. Iirc it's even stated at the beginning of the section of the phb that explains magic: if it's not in the description, it goes unnoticed.
Whether v,s,m means jumping out in front of a foe screaming ooga booga and dancing with a newt's eye (those things are ridiculously small btw) or whispering "hex" with your hands in your pockets is a DM thing, but if you use the subtle spell metamagic nobody notices, no discussion.
As to good uses: there are lots of spells and class features requiring certain checks, so ask your party which ones they plan to target and curse accordingly.
Enemy casters usually dump str, so if you(r party barbarian) plan on grappling one, hex their dex."Can i touch myself before talking to that guy?"
"..."
"I mean can i cast a touch spell on myself..."
"It's both possible, but one would probably lead to a bad outcome."
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2017-10-11, 10:35 AM (ISO 8601)
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2017-10-11, 11:33 AM (ISO 8601)
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Re: combos for hex
Problem is the Tweet doesn't actually answer the question. Someone will notice Hex when they experience the spell's effect. Okay. So are we talking here about necrotic damage (something that can be experienced) or the first time they make an ability check (which is a bit more abstract) or are we talking both? Because ability checks are only rolled when an activity has a reasonable chance of failure and a roll is required to resolve it. I've noticed that quite a few of these rules answers are worded in the most vague, obtuse fashion possible. 'Both the necrotic damage and disadvantage are noticeable.' instead of 'The target notices the spell when the spell's effects occur.' would have cleared the question up completely.
But instead here we are, still grappling with it (at disadvantage no less).
The school makes a world of difference. Compare a ghoul's paralyzing touch with hold person. The former is a necromantic effect that assault's the target's physiology (Constitution save), they physically can't move because their muscles are seizing up tetanus-style. The latter is a mental effect that makes the target believe they don't WANT to move (Wisdom save) and shaking it off represents the character realizing that no, they do in fact want to move because if they don't then that angry barbarian is going to cause them a great deal of harm.
Some enchantments become known to the target when they end (charm person, target realizes 'Wait a minute, I hate that guy!') while others like Suggestion make no mention of the target ever realizing that the coarse of action they took was the result of magical coercion, they just thought it was a good idea at the time. As an enchantment, Hex falls into the same category. It effects the behavior and motivations of the target like all enchantment spells. Even if it's noticeable, the noticeable effect is the target just not 'feeling it' today. Maybe they don't believe it's worth the effort. Maybe they just chalk it up to bad luck.
"Okay. Vilgax is going to arm wrestle Kojak in the tavern. Is anyone else going to do anything?"
"Yeah, I want to Hex Kojak's Strength checks so Vilgax will win. He called me limp-wanded loser."
"Sure. Maelef hexes Kojack. Kojak, you're suddenly feeling really unmotivated. There's a few silver on the line, but you just can't muster the will to give it your all. Roll athletics at disadvantage."
So Kojack TOTALLY felt that. There's an effect, but it is subtle like all enchantments. He chalked it up to just not being in the game today. Because when an Enchantment does stuff, unless the spell specifically states otherwise (Charm Person) they're going to rationalize it as being their own idea/motivation/shortcoming/whatever.Warning! Random Encounter™ detected!
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2017-10-11, 12:02 PM (ISO 8601)
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Re: combos for hex
The link is in this thread. It says Hex is noticeable by the target (and it triggers initiative).
"An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise."
Oh, and you're wrong.
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2017-10-11, 01:26 PM (ISO 8601)
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Re: combos for hex
That's why I said you can haggle over the when, but the implication is fairly obviously both effects. That much isn't vague. We know, per RAI, at a minimum the spell effect is noticed when the spell effect occurs and the spell effect includes disadvantaged checks.
So the tweet may not, for instance, specifically prevent a Subtled Hex on Wisdom going unoticed. But it will at a minimum go notice as soon as they make an Insight check against your Deception.
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2017-10-11, 02:41 PM (ISO 8601)
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Re: combos for hex
I disagree: Whether JC meant the damaging effect or the Disadvantage effect or both is up to discussion for RAI.
I'd agree the necrotic damage is usually noticeable (again, if the initiating attack is already necrotic damage, I wouldn't lean towards the target going "oh no, two separate instances of necrotic damage just hit me on one attack!").
However, the RAW is "Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all. An effect like crackling lightning is obvious, but a more subtle effect, such as an attempt to read a creature’s thoughts, typically goes unnoticed, unless a spell says otherwise."
As noted above, Charm Person gives us an example of the spell stating otherwise: "When the spell ends, the creature knows it was charmed by you."
Nothing similar is included in the wording of Hex, therefore it stands to reason, it's not noticed.
Now we can also reasonable conclude that prior to Charm Person ending, the target doesn't know they are effected by the spell.
Interestingly enough, both Hex and Charm Person deal with game mechanics (Adv/Disadvantage) in their effect. Though Charm Person gives Advantage to the Caster (via the Charmed Condition), the spell isn't effecting the Caster; the effect is still on the target. If the Caster tries to Persuade three characters of a course of action, two will perceive the plea as normal (a single d20 ability check) whereas the charmed individual will possibly perceive it as enhanced (if the second d20 roll is greater than the first).
If characters are aware in-game of out of game game mechanics, like Advantage or Disadvantage, the the target of Charm Person would be aware that they're perceiving the casters words differently than everyone else.
But as we know the target doesn't become aware of the spell until after the spell ends (because it literally states it), it can't be true that characters are aware of game mechanics like Advantage or Disadvantage.
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2017-10-11, 02:47 PM (ISO 8601)
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Re: combos for hex
Un, no. The tweet says: "Hex, like most spells, can be cast outside combat."
The RAW states: "Initiative determines the order of turns during combat. When combat starts, every participant makes a Dexterity check to determine their place in the initiative order."
So rolling initiative=combat. Out of combat, therefore, means no initiative has been rolled.
If you were correct in that as soon as you try to cast Hex you roll initiative and then cast it on your first turn, then all castings of Hex would be in combat.
JC specifically says here that you are wrong: Hex, like most spells, can be cast outside combat.
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2017-10-11, 04:08 PM (ISO 8601)
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Re: combos for hex
For my part, I’d read the tweet this as meaning that RAI, hex would be noticed if you took damage, or suffered disadvantage on a check.
This is close to what I have done, but not quite.
For the record I rule that a passive check hexed to disadvantage does not make the victim aware of the hex.
This would not appear to be RAI, but it’s fun, supports warlock spy shenanigans (with risk) which I feel should be supported, and, for whatever little it’s worth, would still appear to be within the wide bounds of RAW, given the lack of clarity on RAW.
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2017-10-11, 04:24 PM (ISO 8601)
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Re: combos for hex
Of course. What evidence do you see in the Twitter exchange that either person changed the original subject of the spell effect for disadvantage to a new subject, that of the spell effect for damage? It seems obvious to me that JC's intent for the rule is in reference to Hex's disadvantage.
Unless there's justification that neither one of the particpiants was referring to disadvantage following the initial query, we can conclude that by RAI Hex is perceptible at some point by the disadvantage it gives.
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2017-10-11, 06:44 PM (ISO 8601)
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Re: combos for hex
RAI - I believe the spell was intended (by the devs) to have a use out of combat for such things as giving Disadvantage on Wis (Insight) or Wis (Perception) checks. Knowing that Passive Perception is used as a floor for Perception checks (Mearls and Crawford have both indicated this), if you know you're Hexed as soon as the Disadvantage kicks in, you know you're Hexed at the instant Hex is cast as PP is "always on", which completely defeats the purpose of avoiding notice.
Moreover, as I've stated in detail previously, such a thing would go completely against RAW (per the rules on targets typically being unaware) and to the very fabric of the game: I can't believe the intent is that character's are aware of the game mechanics of die rolls (as stated above). Yes, the die rolls reflect in-game effects like hitting or missing, but the characters would never be aware of things like "I would have picked this lock with a roll of 14, if I didn't have Disadvantage and also rolled a 2." Whether or not Advantage/Disadvantage applies, characters are only aware of the effect of the roll that counts.
The spell specifically called out in the RAW as the example of a spell the target wouldn't notice, Detect Thoughts, has a save attached to it. The save and the d20 associated with that save are both game mechanics, just like Advantage/Disadvantage. I see no reason why game mechanics would be noticeable to the in-game characters without something more attached to them (like Disadvantage associated with being Blinded - the Condition would be noticeable, but the character would have zero awareness that without the second die roll, they would have hit with their attack: the character only knows they didn't hit when they blindly swung. The Player would be aware of the Disadvantage but not the character.).
So just like earlier in this thread, when I was only thinking of the Disadvantage aspect of Hex when posting, Crawford could very well have only been thinking of the damage aspect of Hex. Let's be real, JC does make mistakes (like when he tweeted Cutting Words can remove a natural 20 critical on an attack roll, then two months later, reviewed his tweet, admitted he errred, and did a 180 to "Cutting Words can't nullify a critical hit—no bonus or penalty can (PH, 194). [Overrides a deleted 12/3 tweet]").
The extent of difference between what you're saying is RAI with the RAW is in such direct contrast, I'd think an errata is in order if that's what they originally intended and some reason other than the game mechanic of Disadvantage should be noted as the "obvious effect." I'm not saying it's not possible, just that it's such a divergence, I'd need something more than the previous tweet to convince me that's what their intent was.
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2017-10-11, 10:25 PM (ISO 8601)
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Re: combos for hex
Wrong tweet bro. Have another look.
JC expressly says Hex is noticeable by its target, AND that casting it generally triggers initiative.
And I agree it can be cast outside of combat. 'Combat' only occurs when the DM says it does.
If my 20th level Wizard lightning bolts a commoner in the forest, I dont anticipate the DM asking for initiative, or even bothering with a saving throw for the commoner, or making me roll damage.
'He dies. Now what?'
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2017-10-12, 12:01 AM (ISO 8601)
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Re: combos for hex
Question 1: if initiative is dex check, can hex give dis on initiative if cast B4 first round?
Answer 1: Hex, like most spells, can be cast outside combat.
Question 2: Also do people know they are hexed? Thx!
Answer 2: The target notices the spell when the spell's effects occur.
So... Hex pretty clearly can be cast outside of combat for the purpose of nerfing someone's Initiative check so when combat does start they roll at disadvantage as that's the question that was asked.
The target also notices the spell's effect when the spell effect (necrotic damage and/or disadvantage on a roll) happens. People are still divided on whether the 'effect' is referring to the necrotic damage only or both the necrotic damage and the disadvantage. But we'll assume here the disadvantage is also noticed. How noticing that effect is described is going to be up to the DM narrating. So if you ding someone's Dex with Hex without them noticing you casting the spell, then when you initiate combat they're going to roll Initiative at disadvantage.
Given how the Enchantment school works, this will likely be noticed in the sense of 'Eh, I'm suddenly feeling really unmotivated about these guys. No real reason to give it my all.' Why? Because Enchantments mess with what a creature believes they think or want. Suggestion makes them think whatever you said is the best idea ever. Charm Person makes them think you're their chum. Hold Person makes them think they want to hold perfectly still. Making the Wisdom saves means they realize, 'Wait, I don't want/believe those things at all!' Following that line of thought, Hex makes the target believe they shouldn't put as much effort into a check as they normally would. However, they don't know the source of that belief. And they don't know where it came from when it ends, either, since Hex includes no clause about the target realizing that they were enchanted unlike Charm Person and Friends.
With those things in mind, the ruling that Hex can be cast outside of combat even though the target notices that something is off when they make a check aligns perfectly. They notice that they don't feel the motivation they normally do to accomplish a task, but this feeling gets internally rationalized rather than singled out as a hostile action.Warning! Random Encounter™ detected!
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2017-10-12, 01:07 AM (ISO 8601)
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2017-10-12, 01:09 AM (ISO 8601)
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2017-10-12, 01:22 AM (ISO 8601)
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Re: combos for hex
I disagree, making the Wis Save means they're completely unaffected by the spell. It's not that they were starting to be held by Hold Person and fought off the effects, or that they were about to believe they should follow the Suggestion and realize they shouldn't.
It's that passing the save means the spell has no effect on them. They might see someone cast a spell, but they have no idea it was Hold Person and they were the target because no obvious effect occurred, that is, you were never held.
From the PHB:
"Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects."
Avoiding all of the effects, means it has no effect, not "you start feeling the effects and then waive them off."
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2017-10-12, 01:59 AM (ISO 8601)
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Re: combos for hex
Are you honestly saying that if someone cast flesh to stone on someone else and they made their saving throw they wouldn't notice it?
Wisdom saving throws are effectively you resisting Magic using your willpower. You fighting off the effect using your will or intellect or what have you.Last edited by Malifice; 2017-10-12 at 02:00 AM.
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2017-10-12, 08:20 AM (ISO 8601)
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Re: combos for hex
Well, first, I think it's a Con Save for Flesh to Stone.
Second, it doesn't matter what kind of save it is. What matters is what the spell says, per the RAW:
"Many spells specify that a target can make a saving throw to avoid some or all of a spell’s effects. The spell specifies the ability that the target uses for the save and what happens on a success or failure."
It's not an instance of starting to be affected by something and then making the Save and resisting it. It's a seemless flow of being targeted and the Save to see if the spell does anything or not.
Per the spell, "On a successful save, the creature isn't affected."
What part of that line makes you think there's any effect, much less a noticible one? Because the RAW tells us "Unless a spell has a perceptible effect, a creature might not know it was targeted by a spell at all."
No effect = no perceptible effect = RAW its typically unnoticed.
So yeah, I'm honestly saying that, since it's what the RAW says.
Do you really play that spells like Flesh to Stone or Hold Person start taking effect on someone during a period of in-game time between the casting and the Save? If so, what if the Rogue holds his attack with the trigger being "when the creature is effected by the Wizard's spell."
Is the creature targeted by the spell effected when it's cast and they haven't made their Save yet? What is that effect? Are they briefly Paralyzed until the Save roll is made, and therefore the Rogue gets Advantage on their attack and get Sneak Attack damage?
If so, that's a pretty cheap free way for your players to exploit when a spell fails.
RAW, as shown here with the rules, states if you pass the Save you're unaffected. If unaffected, there's no noticeable effect. If no noticeable effect, then the spell typically goes unnoticed.
It's not very complicated.Last edited by RSP; 2017-10-12 at 08:21 AM.
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2017-10-12, 09:35 AM (ISO 8601)
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Re: combos for hex
They used to be. But with the saves getting divided up things have changed a bit from older editions.
A Wisdom saving throw is someone noticing an effect and realizing that this isn't how they wish to behave (Charm person). An Intelligence saving throw is finding contradictions in something or managing to comprehend an assault (Phantasmal Force and Mind Blast). A Charisma save is shrugging off an effect through sheer force of will (Planeshift).
But otherwise I agree with you. If someone resists a spell they totally know something just happened. A guy getting hit with Frostbite still gets caked in frost, but because of their heartiness they push through the cold unharmed.Last edited by Rebonack; 2017-10-12 at 09:35 AM.
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2017-10-12, 09:49 AM (ISO 8601)
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Re: combos for hex
Not sure if you're talking just about Frostbite or spells in general, but the RAW is pretty clear: if there's no noticeable effect, it typically goes unnoticed.
Now, Frostbite doesn't say that. It says the target has numbing Frost form on them and follows that with passing the save equals no damage (rather than no effect as with Hold Person or Flesh to Stone).
But RAW is pretty clear that Saves aren't a noticeable effect. It can be a cool thing to houserule that way at a table, but Saves, like spells in general, aren't noticed unless there's a noticeable effect.
Is there RAW you're pulling your save definitions from or are just going with what the attribute definitions are?
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2017-10-12, 09:54 AM (ISO 8601)
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Re: combos for hex
As a reminder to you and everyone else, tweets are not RAW. The tweets are RAI clarifications and rulings, not rules. Rven AL DMs are free to disregard them, especially when the tweets state something that isn't in the text.
Regardless, the tweets certainly aren't intended to be used as weapons in forum arguments.Breaking BM: Revised - an updated look at the beast-mounted halfling ranger based on the Revised Ranger: Beast Conclave.
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2017-10-12, 10:04 AM (ISO 8601)
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Re: combos for hex
From Crawford 12/11/15 tweet:
"A spell doesn't do anything to a target on a successful save unless its description says it does. #DnD"
For RAI on failed saves from Mearls:
"@JeremyECrawford @mikemearls If one cast a spell on you and fail when you make a Saving Throw, do you know? Ex: Charm Person, Scrying
Mike Mearls @mikemearls
DM's call, based on nature of spell. As default, no unless there is an obvious effect #wotcstaff"
So JC states on a successful save there's no effect (the spell "doesn't do anything") and we can go with RAI from Mearls who says on a failed save you don't notice "unless there is an obvious effect."
These both also line up with the RAW I posted previously.
I don't see a reason, RAW, to interpret spells differently.
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2017-10-24, 01:42 PM (ISO 8601)
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Re: combos for hex
I am not familiar with the BBCode to mark who gave what quote. these are not all from the same person.
'Combat' is a nebulous term. Basically whenever the DM determines hostilities are about to occur or there is a need to switch from narrative to turn based action.
That would also trigger Combat starting. Presuming the target notices he's been Hexed (in my game he generally does).
Source? Just because it removes V, S and M from the spell doesn't mean that it is not noticable, and the Warlock's intent cant be discerned.
Consider handing a poisoned apple to someone. They get an insight check to determine if you mean them harm. Same deal with possibly noticing the guy in the corner of the tavern casting a subtle spell at you. I'd certainly allow a PC a check of some kind to notice it, or at a minimum to tell him there is something shady about this fellow.
I can certainly narratively see how such a thing could be noticed (or some clue being present) to both PCs and NPCs.
it's the same garbage you constantly spew while not understanding that other people...
No; you are. You're ruling that it is impossible to detect that someone wishes you harm and/or is casting a silent + stilled spell. The DC in your games is infinite.
The caster could have a 'tell' that a skilled...
How about you take your own advice mate and let us continue without being so salty.
Call me crazy, but if it takes VSM to curse someone, is it too unreasonable to hold subsequent cursing to VSM, or VS, or at the least VS.
{Fred the Commoner example}
Arbitrary dice rolls, imposed only for some form of "challenge" or "realism," are a punishment to players.
I recall another Tweet on the same subject that clarified when the target experiences the Hex in the form of taking necrotic damage (their wounds mysteriously fester! Something bad is happening!) then they know that something unpleasant is afoot.
Notice this thing is a Wisdom save
I'm not 'invalidating any class features'. Im simply stating that an absence of verbal and somatic components to a spell does not make it suddenly [DC Infinty] for nearby creatures to detect that spellcasting, nor to detect the hostile intent behind it.
Youre cursed. Body and Soul (you're taking extra necrotic damage)
You're suddenly MUCH weaker (Str), feel Much more frail (Con), start fumbling things and tripping over (Dex) cant think straight (Wis and Int) or start blarting out farts uncontrollablly (Charisma). You are literally cursed. One of your fundamental inherent abilities is weakened to the same level as being poisoned, exhausted, restrained in dim light etc etc (Disadvantage).
this statement is completely unfounded based on RAW. please add "in my game" before making such statements.
or start blarting out farts uncontrollablly
It's you restating you same, tired opinion on how things work and insisting that it is fact until you choke the life out of a thread.
If I told my players: 'You have disadvantage on [x] ability checks' I presume they would want to know what they percieve the effect causing this mechanical penalty to be.
Its no different if a PC lost hit points, suffered ability drain, a level of exhaustion, was poisoned or copped a different condition etc. Id explain to them [how it feels, what their character experiences].
In my games [disadvantage to an ability score] is an effect that is almost always noticable.
Rubbish.
Not houserules. Once again, you're wrong.
When you cast Hex, you choose a saving throw and the target have disadvantage on it while the Hex is active.
Hexing isnt a subtle effect, any more than giving someone a level of exhaustion, poisoning them, restraining them, knocking them prone or blinding them is.
Oh, and you're wrong.
Wisdom saving throws are effectively you resisting Magic using your willpower. You fighting off the effect using your will or intellect or what have you.
A Wisdom saving throw is someone noticing an effect and realizing that this isn't how they wish to behave (Charm person). An Intelligence saving throw is finding contradictions in something or managing to comprehend an assault (Phantasmal Force and Mind Blast). A Charisma save is shrugging off an effect through sheer force of will (Planeshift).
As a reminder to you and everyone else, tweets are not RAW. The tweets are RAI clarifications and rulings, not rules.
I believe that a lot of this discussion could be brought to a close if people accepted that there are times when it is reasonable to require X and a time where it is not. what is considered noticeable depends on the DM and the table. further, ability checks can be rather arbitrary at certain tables and very precise at others. so the mileage that one can get out of the hex spell depends on the DM and the players at the table. if your DM makes the decision that Hex is noticeable, then it does not matter what the book says. please let us keep these forums civil. and everyone please mark the distinctions between what you rule at your own table, and what is actually found in the books. (tweets receive consideration for RAI but are still not RAW)