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Something That Never Made Sense: Light Radius
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<blockquote data-quote="ComradeGnull" data-source="post: 6011618" data-attributes="member: 6685694"><p>Light definitely does have a radius- take a candle into a closet and you will see all four walls; take it into a large chamber in a natural cavern, and you won't see anything out past a few feet. I do like the shadow/bright split that D&D Next has right now.</p><p></p><p>As far as spotting light from a distance- you can see very small lights from a very far distance as long as you have line of sight on them. The 10x rule probably understates the real value by a lot- in flat country in the dark you can see a small light (candle, flashlight pointed at you) from 3 miles away or more before the curvature of the earth intervenes. If you are up on a hill or mountain, you can see lights from maybe 10x that far. I would essentially say that a light source has a chance of being spotted from far away as long as the observer can acquire a line of sight to it.</p><p></p><p>Light rules (together with time rules) are one of the things that can give a dungeon crawl adventure a much more 'real' feel, and they give a lot more weight to exploration-centered classes and things like dark vision and mundane gear like hooded lanterns. If you want to scout in a pitch dark tunnel, you are going to need to think about how to observe without being observed...</p><p></p><p>I put together a table with the light sources from the play test and some quick time/light rules if anyone is interested: <a href="http://rat-catcher.blogspot.com/2012/09/exploration-quick-reference.html" target="_blank">Exploration Rules and Quick Reference</a></p><p></p><p>There is a PDF at the bottom of the post if you want a permanent version. Wondering if I should include Darkvision and the Light spell in the light source table...</p></blockquote><p></p>
[QUOTE="ComradeGnull, post: 6011618, member: 6685694"] Light definitely does have a radius- take a candle into a closet and you will see all four walls; take it into a large chamber in a natural cavern, and you won't see anything out past a few feet. I do like the shadow/bright split that D&D Next has right now. As far as spotting light from a distance- you can see very small lights from a very far distance as long as you have line of sight on them. The 10x rule probably understates the real value by a lot- in flat country in the dark you can see a small light (candle, flashlight pointed at you) from 3 miles away or more before the curvature of the earth intervenes. If you are up on a hill or mountain, you can see lights from maybe 10x that far. I would essentially say that a light source has a chance of being spotted from far away as long as the observer can acquire a line of sight to it. Light rules (together with time rules) are one of the things that can give a dungeon crawl adventure a much more 'real' feel, and they give a lot more weight to exploration-centered classes and things like dark vision and mundane gear like hooded lanterns. If you want to scout in a pitch dark tunnel, you are going to need to think about how to observe without being observed... I put together a table with the light sources from the play test and some quick time/light rules if anyone is interested: [URL="http://rat-catcher.blogspot.com/2012/09/exploration-quick-reference.html"]Exploration Rules and Quick Reference[/URL] There is a PDF at the bottom of the post if you want a permanent version. Wondering if I should include Darkvision and the Light spell in the light source table... [/QUOTE]
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Something That Never Made Sense: Light Radius
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