Illumination

pukunui

Legend
The 4e illumination rules appear to be different than 3.5's rules, so I just want to make sure I understand them correctly.

Do light sources no longer give off a radius of bright light surrounded by a radius of dim light? That is to say, is everything outside of an area of bright light considered to be dark (total concealment)?

Also, low-light vision does not extend the radius of bright light? It merely allows someone to see in dim light as though it were bright light (no concealment)? And there is no range limit for darkvision, which simply lets you treat every location as though it were brightly lit (no illumination effects whatsoever)?



Let's say you happen to have a party with characters who have normal vision, low-light vision, and darkvision. They're in a big, dark cavern and one of them is holding a lantern.

The PCs with normal vision can see fine inside the radius of the light emitted by the lantern but can't see beyond that radius.

The PCs with darkvision can see fine in the radius of the lantern and all the way out through the darkness to the edges of the cavern as if the whole thing were brightly lit.

The PCs with low-light vision are in the same boat as those with normal vision because there is no dim light. (However, if someone out in the darkness was standing amidst a circle of candles, the low-light vision PCs would be able to see that someone as though they were brightly lit).

Is that correct?


Thanks in advance.
 

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That's correct. It's not as realistic, but it's a lot easier to track. They removed the added squares of dim light and added some extra squares of bright light to compensate.
 


That's correct. It's not as realistic, but it's a lot easier to track. They removed the added squares of dim light and added some extra squares of bright light to compensate.

Yes, especially sunrod... it illuminates 20 squares (100 feet) with bright light. We just call it the sun now :p
 

Yes, especially sunrod... it illuminates 20 squares (100 feet) with bright light. We just call it the sun now :p
That's just the radius. It actually illuminates a lot more than that! 20 squares in all directions ... 200 cubic feet of light. Or something. So yeah. Just call it the sun. ;)
 

That's just the radius. It actually illuminates a lot more than that! 20 squares in all directions ... 200 cubic feet of light. Or something. So yeah. Just call it the sun. ;)

.... Wow.

Oi! We found a cave! You got your sunglasses?! :cool:

On the bright side for DMs, that amount of light is bound to warn creatures of the PCs coming. :]
 

Yeah. I'm actually thinking I might ban sunrods. Not because of any sort of "brokenness" or anything but simply because I'm not sure I want a supposedly non-magical thing that gives off that much light in my campaign world. It just seems a bit silly.
 

Yeah. I'm actually thinking I might ban sunrods. Not because of any sort of "brokenness" or anything but simply because I'm not sure I want a supposedly non-magical thing that gives off that much light in my campaign world. It just seems a bit silly.

Yeah, there's a couple magic items I'm planning on kicking out as well. Sunrods (technically alchemical, but meh), anything that makes infinite stuff, etc.

Well, not kicking out, they just "won't be available at any point." ;)
 

Most dungeons should provide their own illumination now (note all the talk about glowing lichen and magical flows in the DMG)

It's why they reduced darkvision for a number of creatures and it's the same reason that Common exists - if you can see and understand the enemy you have a lot more options.

There should be situations where the Darkness is important but merely being underground is no longer one of them ;)
 

Yeah. I'm actually thinking I might ban sunrods. Not because of any sort of "brokenness" or anything but simply because I'm not sure I want a supposedly non-magical thing that gives off that much light in my campaign world. It just seems a bit silly.

Sunrods are minor magical items.
 

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