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Breaking up Darkvision
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<blockquote data-quote="sable_twilight" data-source="post: 8386738" data-attributes="member: 6779333"><p>The way Darkvision is currently written is pretty generic. I am thinking about breaking up Darkvision a bit and adding a few more options. Rip it up:</p><ul> <li data-xf-list-type="ul">Blindsight<ul> <li data-xf-list-type="ul">Uses echolocation or air pressure changes to sense surrounding out to 60'</li> <li data-xf-list-type="ul">Does not suffer from attack penalties from being unable to see their target</li> </ul></li> <li data-xf-list-type="ul">Darkvision<ul> <li data-xf-list-type="ul">Either a combination infravision and low-light vision or magical vision out to 60' distance</li> <li data-xf-list-type="ul">Treats dim light like regular light</li> <li data-xf-list-type="ul">Treats darkness like dim light</li> <li data-xf-list-type="ul">Suffers from disadvantage to perceptions checks which rely on sight while in bright light</li> </ul></li> <li data-xf-list-type="ul">Infravision<ul> <li data-xf-list-type="ul">Able to see heat signatures out to 60' distance</li> <li data-xf-list-type="ul">Treats darkness like dim light</li> </ul></li> <li data-xf-list-type="ul">Low-Light Vision<ul> <li data-xf-list-type="ul">Able see with very little light out to 60' distance</li> <li data-xf-list-type="ul">Treats dim light like normal</li> </ul></li> <li data-xf-list-type="ul">Superior Darkvision<ul> <li data-xf-list-type="ul">An enhanced version of Darkvision 120' distance</li> <li data-xf-list-type="ul">Treats dim light like regular light</li> <li data-xf-list-type="ul">Treats darkness like dim light</li> <li data-xf-list-type="ul">Suffers from disadvantage to perceptions checks and attacks which rely on sight in bright light</li> </ul></li> <li data-xf-list-type="ul">Tremor Sense<ul> <li data-xf-list-type="ul">The ability to feel movement and vibrations through solid material out to 30'</li> <li data-xf-list-type="ul">Does not suffer attack penalties when unable to see targets who are in contact with the same surface as the creature.</li> </ul></li> <li data-xf-list-type="ul">Water Sense<ul> <li data-xf-list-type="ul">The ability to discern movement and vibration in liquid out to 60'</li> <li data-xf-list-type="ul">Does not suffer from attack penalties from being unable to see their target while both are in the same liquid</li> </ul></li> </ul><p>As for creature breakdown, this list is hardy exhaustive but a start on what I am thinking:</p><ul> <li data-xf-list-type="ul">Blindsight<ul> <li data-xf-list-type="ul">Air Elementals</li> <li data-xf-list-type="ul">Air Genasi</li> <li data-xf-list-type="ul">Angels</li> </ul></li> <li data-xf-list-type="ul">Darkvision<ul> <li data-xf-list-type="ul">Devils</li> <li data-xf-list-type="ul">Demons</li> <li data-xf-list-type="ul">Formorian</li> <li data-xf-list-type="ul">Orcs/Half-Orcs</li> <li data-xf-list-type="ul">Kobolds</li> <li data-xf-list-type="ul">Kuo-Tao</li> <li data-xf-list-type="ul">Slaad</li> <li data-xf-list-type="ul">Tieflings</li> <li data-xf-list-type="ul">Undead (a Life Sense for undead might work better, especially if we needed a sense to simulate electroception, but might weaken Invisibility too much)</li> </ul></li> <li data-xf-list-type="ul">Infravision<ul> <li data-xf-list-type="ul">Dwarves</li> <li data-xf-list-type="ul">Fire Elementals</li> <li data-xf-list-type="ul">Fire Genasi</li> <li data-xf-list-type="ul">Gargoyles</li> <li data-xf-list-type="ul">Trolls</li> <li data-xf-list-type="ul">Troglodytes</li> <li data-xf-list-type="ul">Yuan-Ti</li> </ul></li> <li data-xf-list-type="ul">Low-Light<ul> <li data-xf-list-type="ul">Bugbears</li> <li data-xf-list-type="ul">Elves/Half-Elves</li> <li data-xf-list-type="ul">Ettin</li> <li data-xf-list-type="ul">Goblins</li> <li data-xf-list-type="ul">Gnomes</li> <li data-xf-list-type="ul">Gnolls</li> <li data-xf-list-type="ul">Hobgoblins</li> <li data-xf-list-type="ul">Nymphs</li> <li data-xf-list-type="ul">Ogres</li> <li data-xf-list-type="ul">Oni</li> <li data-xf-list-type="ul">Sahuagin</li> </ul></li> <li data-xf-list-type="ul">Superior Darkvision<ul> <li data-xf-list-type="ul">Deep Gnomes</li> <li data-xf-list-type="ul">Drow Elves</li> <li data-xf-list-type="ul">Mind Flayers</li> <li data-xf-list-type="ul">Umber Hulk</li> </ul></li> <li data-xf-list-type="ul">Tremor Sense<ul> <li data-xf-list-type="ul">Earth Elementals</li> <li data-xf-list-type="ul">Earth Genasi</li> <li data-xf-list-type="ul">Gargoyles</li> <li data-xf-list-type="ul">Umber Hulk</li> </ul></li> <li data-xf-list-type="ul">Water Sense<ul> <li data-xf-list-type="ul">Kuo-Tao</li> <li data-xf-list-type="ul">Merrow</li> <li data-xf-list-type="ul">Sahuagin</li> <li data-xf-list-type="ul">Water Elementals</li> <li data-xf-list-type="ul">Water Genasi</li> </ul></li> </ul></blockquote><p></p>
[QUOTE="sable_twilight, post: 8386738, member: 6779333"] The way Darkvision is currently written is pretty generic. I am thinking about breaking up Darkvision a bit and adding a few more options. Rip it up: [LIST] [*]Blindsight [LIST] [*]Uses echolocation or air pressure changes to sense surrounding out to 60' [*]Does not suffer from attack penalties from being unable to see their target [/LIST] [*]Darkvision [LIST] [*]Either a combination infravision and low-light vision or magical vision out to 60' distance [*]Treats dim light like regular light [*]Treats darkness like dim light [*]Suffers from disadvantage to perceptions checks which rely on sight while in bright light [/LIST] [*]Infravision [LIST] [*]Able to see heat signatures out to 60' distance [*]Treats darkness like dim light [/LIST] [*]Low-Light Vision [LIST] [*]Able see with very little light out to 60' distance [*]Treats dim light like normal [/LIST] [*]Superior Darkvision [LIST] [*]An enhanced version of Darkvision 120' distance [*]Treats dim light like regular light [*]Treats darkness like dim light [*]Suffers from disadvantage to perceptions checks and attacks which rely on sight in bright light [/LIST] [*]Tremor Sense [LIST] [*]The ability to feel movement and vibrations through solid material out to 30' [*]Does not suffer attack penalties when unable to see targets who are in contact with the same surface as the creature. [/LIST] [*]Water Sense [LIST] [*]The ability to discern movement and vibration in liquid out to 60' [*]Does not suffer from attack penalties from being unable to see their target while both are in the same liquid [/LIST] [/LIST] As for creature breakdown, this list is hardy exhaustive but a start on what I am thinking: [LIST] [*]Blindsight [LIST] [*]Air Elementals [*]Air Genasi [*]Angels [/LIST] [*]Darkvision [LIST] [*]Devils [*]Demons [*]Formorian [*]Orcs/Half-Orcs [*]Kobolds [*]Kuo-Tao [*]Slaad [*]Tieflings [*]Undead (a Life Sense for undead might work better, especially if we needed a sense to simulate electroception, but might weaken Invisibility too much) [/LIST] [*]Infravision [LIST] [*]Dwarves [*]Fire Elementals [*]Fire Genasi [*]Gargoyles [*]Trolls [*]Troglodytes [*]Yuan-Ti [/LIST] [*]Low-Light [LIST] [*]Bugbears [*]Elves/Half-Elves [*]Ettin [*]Goblins [*]Gnomes [*]Gnolls [*]Hobgoblins [*]Nymphs [*]Ogres [*]Oni [*]Sahuagin [/LIST] [*]Superior Darkvision [LIST] [*]Deep Gnomes [*]Drow Elves [*]Mind Flayers [*]Umber Hulk [/LIST] [*]Tremor Sense [LIST] [*]Earth Elementals [*]Earth Genasi [*]Gargoyles [*]Umber Hulk [/LIST] [*]Water Sense [LIST] [*]Kuo-Tao [*]Merrow [*]Sahuagin [*]Water Elementals [*]Water Genasi [/LIST] [/LIST] [/QUOTE]
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