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Community
General Tabletop Discussion
*Dungeons & Dragons
A Lack of Vision
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<blockquote data-quote="Rod Staffwand" data-source="post: 7370288" data-attributes="member: 6776279"><p>I tend to parse the lighting conditions a bit more finely, but that's about it.</p><p></p><p>In anything other than pitch black (or magical) darkness, I allow people to treat darkness as dim light to 10 feet. You can generally tell where people are and the general layout of the environment, but still suffer disadvantage on rolls relating to vision. You can navigate well enough to avoid most obstacles and can engage in melee combat to some extent.</p><p></p><p>I also use bright light to 60 feet, dim light beyond that quite a bit. Demi-dim light? This gives the periphery a slight disadvantage for ranged combat, slight advantage for stealth and allows some tactical decisions at range.</p><p></p><p>But generally, I don't worry too much about specified light levels. I tend to think contextually when I'm running a game. If, on a roll:</p><p>*You can't see something you either can't interact with it (such as targeting it with a lot of spells) or you have to make a guess as to where something is or how best to interact with it. Such guessing is mentioned in the stealth rules but not expanded upon with any sort of DM advice. I generally just ballpark some odds and do a roll. I usually use 1in2 (4-6 on a d6), 1in3 (5-6 on d6), 1in4 (4 on a d4), 1in6, 1in10 and 1in20. So if an enemy could be in one of 4 possible 'spaces' the odds on 1in4. I use 1in10 and 1in20 for wide open fields of darkness where an enemy might be anywhere off into the night.</p><p>*You can't see an enemy clearly enough to target it effectively, quickly notice it, or whatever, you suffer disadvantage to your roll.</p></blockquote><p></p>
[QUOTE="Rod Staffwand, post: 7370288, member: 6776279"] I tend to parse the lighting conditions a bit more finely, but that's about it. In anything other than pitch black (or magical) darkness, I allow people to treat darkness as dim light to 10 feet. You can generally tell where people are and the general layout of the environment, but still suffer disadvantage on rolls relating to vision. You can navigate well enough to avoid most obstacles and can engage in melee combat to some extent. I also use bright light to 60 feet, dim light beyond that quite a bit. Demi-dim light? This gives the periphery a slight disadvantage for ranged combat, slight advantage for stealth and allows some tactical decisions at range. But generally, I don't worry too much about specified light levels. I tend to think contextually when I'm running a game. If, on a roll: *You can't see something you either can't interact with it (such as targeting it with a lot of spells) or you have to make a guess as to where something is or how best to interact with it. Such guessing is mentioned in the stealth rules but not expanded upon with any sort of DM advice. I generally just ballpark some odds and do a roll. I usually use 1in2 (4-6 on a d6), 1in3 (5-6 on d6), 1in4 (4 on a d4), 1in6, 1in10 and 1in20. So if an enemy could be in one of 4 possible 'spaces' the odds on 1in4. I use 1in10 and 1in20 for wide open fields of darkness where an enemy might be anywhere off into the night. *You can't see an enemy clearly enough to target it effectively, quickly notice it, or whatever, you suffer disadvantage to your roll. [/QUOTE]
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