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General Tabletop Discussion
*Pathfinder & Starfinder
Darkvision, Shadows and HiPS
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<blockquote data-quote="Aluvial" data-source="post: 2238457" data-attributes="member: 6862"><p>Again, I see the point you are all trying to make. My point is that shadowy light is shadow. My argument does not have any cover to make any real shadow in. Cover (from a light source) creates a shadow. I'm fine with that type of HiPS. I'm just talking about the shadowy illumination that comes from any light source. Essentially we're talking light intensity, and how it diffuses in the atmosphere. There's no way to do this in game terms without just creating two types of lighting, one Brightly Lit, the other Shadowy Illumination. Real light diffuses or gradients away from it's source until it is absorbed... There is no ring of effect unless the light is reflected off of something to create that ring. Game light has to opperate differently than that of real light. If it doesn't, then you have a problem. </p><p></p><p>Again, if it isn't the way I suggested, how do you handle a character with keener eyesight (i.e., LLV)? The shadows aren't in the same degree of darkness for this character, they see better and the gradient effect, basically the change between game terms of Brightly Lit to Shadowy Light, is twice as far away. For the character with LLV, a shadowdancer has to be within the shadowy light so that the viewer can see him. Since there are NO OTHER shadows to hide in, we assume that the shadowdancer can HiPS within 10' of the shadowy light, correct? </p><p> </p><p>Aluvial</p></blockquote><p></p>
[QUOTE="Aluvial, post: 2238457, member: 6862"] Again, I see the point you are all trying to make. My point is that shadowy light is shadow. My argument does not have any cover to make any real shadow in. Cover (from a light source) creates a shadow. I'm fine with that type of HiPS. I'm just talking about the shadowy illumination that comes from any light source. Essentially we're talking light intensity, and how it diffuses in the atmosphere. There's no way to do this in game terms without just creating two types of lighting, one Brightly Lit, the other Shadowy Illumination. Real light diffuses or gradients away from it's source until it is absorbed... There is no ring of effect unless the light is reflected off of something to create that ring. Game light has to opperate differently than that of real light. If it doesn't, then you have a problem. Again, if it isn't the way I suggested, how do you handle a character with keener eyesight (i.e., LLV)? The shadows aren't in the same degree of darkness for this character, they see better and the gradient effect, basically the change between game terms of Brightly Lit to Shadowy Light, is twice as far away. For the character with LLV, a shadowdancer has to be within the shadowy light so that the viewer can see him. Since there are NO OTHER shadows to hide in, we assume that the shadowdancer can HiPS within 10' of the shadowy light, correct? Aluvial [/QUOTE]
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Darkvision, Shadows and HiPS
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