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Ridding Elves and Half-Elves of Darkvision
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<blockquote data-quote="clearstream" data-source="post: 7527783" data-attributes="member: 71699"><p>I found in play using battle maps that Devil's Sight took away some of the possible tactical interest in dark environments. The vision rules are fairly bad anyway. FWIW I ended up using the following -</p><p></p><p><strong>Unseen but not Unheard: Hiding</strong></p><p>Attackers who cannot see their target can guess their location from the noise they make, but have disadvantage on attack rolls made against them, including ability checks made for special melee attacks. Light and vision does not abruptly terminate, so characters lurking precisely on the edge of their listed ranges typically aren’t unseen. Making an attack gives away a creature’s position, so subsequent attacks don’t have advantage unless they shift in a way that cannot be observed or predicted. Experienced combatants whose lives depend on it are not distracted by melee, and may be able to predict obvious hiding places. Creatures can become unheard by taking the Hide action: you can try to hide if you are—</p><p>• <strong>Heavily obscured</strong> by such things as darkness, opaque fog, or dense foliage</p><p>• <strong>Concealed </strong>by an object that blocks vision entirely such as a creature at least two sizes larger than you</p><p>• <strong>Unobserved </strong>such as when a creature is distracted</p><p>• <strong>Invisible </strong>such as through a spell or class ability</p><p>You stop being hidden when you are in a creature’s field of vision under circumstances that would prevent you attempting to hide from it, or you make sounds that it can hear, or you attack it.</p><p></p><p><strong>Blinded</strong></p><p>Blind creatures can’t take actions that rely on sight, such as casting sacred flame or making an Attack of Opportunity. Attackers have advantage on attacks against blind creatures that they can see. Each foot of movement while blind costs <strong>2 extra feet</strong> of speed. Contact with a sighted guide reduces that cost to <strong>1 extra foot</strong>. If you Dash while blind you must make a Dexterity (Acrobatics) check (DC 12) or fall <em>prone</em>.</p><p></p><p>Basically allowing players to target creatures they can't see with ranged and melee attacks. What I liked however is that even for creatures with Darkvision, parts of the map could remain obscured. Until Superior Darkvision and Devil's Sight entered the campaign. What would I prefer? I think in play you can capture the feel of a dark environment quite well if creatures have these kind of small lit circles around them. 120' is too big for a reasonable battle map. Possibly fine for outdoors.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7527783, member: 71699"] I found in play using battle maps that Devil's Sight took away some of the possible tactical interest in dark environments. The vision rules are fairly bad anyway. FWIW I ended up using the following - [B]Unseen but not Unheard: Hiding[/B] Attackers who cannot see their target can guess their location from the noise they make, but have disadvantage on attack rolls made against them, including ability checks made for special melee attacks. Light and vision does not abruptly terminate, so characters lurking precisely on the edge of their listed ranges typically aren’t unseen. Making an attack gives away a creature’s position, so subsequent attacks don’t have advantage unless they shift in a way that cannot be observed or predicted. Experienced combatants whose lives depend on it are not distracted by melee, and may be able to predict obvious hiding places. Creatures can become unheard by taking the Hide action: you can try to hide if you are— • [B]Heavily obscured[/B] by such things as darkness, opaque fog, or dense foliage • [B]Concealed [/B]by an object that blocks vision entirely such as a creature at least two sizes larger than you • [B]Unobserved [/B]such as when a creature is distracted • [B]Invisible [/B]such as through a spell or class ability You stop being hidden when you are in a creature’s field of vision under circumstances that would prevent you attempting to hide from it, or you make sounds that it can hear, or you attack it. [B]Blinded[/B] Blind creatures can’t take actions that rely on sight, such as casting sacred flame or making an Attack of Opportunity. Attackers have advantage on attacks against blind creatures that they can see. Each foot of movement while blind costs [B]2 extra feet[/B] of speed. Contact with a sighted guide reduces that cost to [B]1 extra foot[/B]. If you Dash while blind you must make a Dexterity (Acrobatics) check (DC 12) or fall [I]prone[/I]. Basically allowing players to target creatures they can't see with ranged and melee attacks. What I liked however is that even for creatures with Darkvision, parts of the map could remain obscured. Until Superior Darkvision and Devil's Sight entered the campaign. What would I prefer? I think in play you can capture the feel of a dark environment quite well if creatures have these kind of small lit circles around them. 120' is too big for a reasonable battle map. Possibly fine for outdoors. [/QUOTE]
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