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DM Says No Powergaming?
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<blockquote data-quote="tetrasodium" data-source="post: 8872623" data-attributes="member: 93670"><p>This is just wrong on a mechanical level & there are two reasons why. Firstly the scale of one inch changed from 3.x on, secondly the presentation of infravision</p><p></p><p>Back in 2e a one inch square represented ten feet<em>† </em>. For 3.x that has been one inch to five <em>feet</em>. Some of the values no doubt stayed the same and effectively doubled but most ranges were reduced accordingly to follow with the change from. In 2e having a 60 got light source with a movement speed of...</p><p>[spoiler=" 60-120 yards‡ "]</p><p>Movement</p><p>Closely related to time is movement.</p><p></p><p>Clearly your character is able to move;</p><p>otherwise, adventures would be rather</p><p>static and boring. But how fast can he move? If a large, green</p><p>carrion crawler is scuttling after Rath, is the redoubtable dwarf</p><p>fast enough to escape? Could Rath outrun an irritated but</p><p>heavily loaded elf? Sooner or later these considerations</p><p>become important to player characters.</p><p> All characters have movement rates that are based on</p><p>their race. Table 64 lists the movement rates for unencum-</p><p>bered characters of different races.</p><p></p><p> <strong>A character can normally walk his movement rate in <em><u>tens of </u></em></strong></p><p><strong><u><em>yards</em></u> in a single round. </strong>An unencumbered human can walk</p><p>120 yards (360 feet), slightly more than a football field, in one</p><p>minute. A dwarf, similarly equipped, can walk 60 yards in the</p><p>same time. This walk is at a fairly brisk, though not strenuous,</p><p>pace that can be kept up for long periods of time.</p><p> However, a character may have to move slower than this</p><p>pace. If the character is carrying equipment, he may move</p><p>slower because of the encumbrance, if this optional rule is used</p><p>(see “Encumbrance” in Chapter 6: Money and Equipment). As</p><p>the character carries more gear, he gradually slows down until</p><p>he reaches the point where he can barely move at all.</p><p> When a character is moving through a dungeon or similar</p><p>setting, his movement rate corresponds to tens of feet per</p><p>round (rather than the tens of yards per round of outside</p><p></p><p><strong>Table 64:</strong></p><p><strong>Base Movement Rates</strong></p><p> Race Rate</p><p> Human 12</p><p> Dwarf⸶ 6</p><p> Elf⸶ 12</p><p> Gnome 6</p><p> Half-elf⸶ 12</p><p> Halfling ⸶6</p><p></p><p>[/spoiler]</p><p>60feet on a light source is half the range that a human/elf/half elf can move in one round & equal for dwarf/gnome/halfling.</p><p></p><p>Dark vision was called infravision in 2e & the rules for it were divided between the PHB as well as the DMG. The DMG said</p><p>[spoiler="DMG160"]</p><p>Infravision sThere are two definitions of infravi-</p><p></p><p>ion that can be used in the AD&D</p><p>game. The first is simple but lacks</p><p>detail. It is, however, a perfectly adequate definition for</p><p>those who don’t want to bother with the complexities of</p><p>infravision. The second, optional, definition, adds another</p><p>level of detail to the game. It allows the DM to create spe-</p><p>cial situations in which the function of infravision becomes</p><p>important, but requires the DM to keep track of more rules</p><p>and more details.</p><p>Standard Infravision</p><p> The easiest definition of infravision is that it allows charac-</p><p>ters to see in the dark. Nothing more is said about how this</p><p>works—it simply works. Characters do not see into the infared</p><p>spectrum or “see’’ heat or anything else. They just see in the</p><p>dark as clearly as they do in normal light. However, since it is</p><p>a somewhat magical power, the range is not that of normal</p><p>vision—infravision ability extends only 60 feet. Beyond this</p><p>only normal vision is allowed.</p><p>Optional Infravision</p><p> This definition is much more scientific and accurate to</p><p>what we know of physical properties of the real world. To</p><p>its advantage, this definition makes infravision very differ-</p><p>ent from normal sight, with its own strengths and weak-</p><p>nesses. To its disadvantage, it introduces a certain amount</p><p>of scientific accuracy (with all its complications) into a</p><p>fantasy realm.</p><p> According to this definition, infravision is the ability to</p><p>sense or “see’’ heat. The best comparison is to thermal imag-</p><p>ing equipment used by the armed forces of many different</p><p>nations today. This special sense is limited to a 60-foot</p><p>range. Within this range, characters can see the degrees of</p><p>heat radiated by an object as a glowing blob translated into</p><p>colors like a thermagram.</p><p> If this definition is used, there are several things that</p><p>must be considered. First, large heat sources will temporar-</p><p>ily blind characters with infravision just as looking at a</p><p>bright light blinds those with normal vision. Thus, those</p><p>attempting to use infravision must make the effort to avoid</p><p>looking directly at fires or torches, either their own or the</p><p>enemy’s. (The light from magical items does not radiate</p><p>significant heat.) Second, the DM must be ready to state</p><p>how hot various things are. A literal interpretation of the</p><p>rule means that characters won’t be able to tell the floor</p><p>from the walls in most dungeons. All of it is the same tem-</p><p>perature, after all.</p><p> The DM must also be ready to decide if dungeon doors</p><p>are a different temperature (or radiate heat differently) from</p><p>stone walls. Does a different color or kind of stone radiate</p><p>heat differently from those around it? Does the ink of a page</p><p>radiate differently enough from the paper to be noticed?</p><p>Probably not. Can a character tell an orc from a hobgoblin or</p><p>a human? Most creatures have similar “thermal outlines”—</p><p>somewhat fuzzy blobs. They do not radiate at different tem-</p><p>peratures and even if they did, infravision is seldom so acute</p><p>as to register differences of just a few degrees.</p><p> Be sure you understand the effects this optional definition</p><p>of infravision can have—there are dangers in bringing scien-</p><p>tific accuracy to a fantasy game. By creating a specific defini-</p><p>tion of how this power works, the DM is inviting his players to</p><p>apply logic to the definition. The problem is, this is a fantasy</p><p>game and logic isn’t always sensible or even desired! So, be</p><p>aware that the optional definition may result in very strange</p><p>situations, all because logic and science are applied to some-</p><p>thing that isn’t logical or scientific.</p><p>Other</p><p>Forms</p><p>of Sight</p><p></p><p>If the optional definition of infravision is</p><p>used, the DM has set a precedent for</p><p>using scientific laws to explain the ability.</p><p>Some people, arguing that there are visual</p><p>organs that can apparently see into the</p><p>infrared spectrum (using infravision), will</p><p>also argue for other forms of sight able to see into other</p><p>ranges of the spectrum. These can be included, if the DM</p><p>desires. However, before adding these to his game, the</p><p>DM had best have a firm grasp of the rules and, maybe, of</p><p>physics.</p><p> For example, just what would a character or creature with</p><p>ultravision (the ability to see into the ultraviolet spectrum)</p><p>see? Our eyes see objects because of visible light that is</p><p>reflected off objects (except for a few objects, such as the</p><p>sun, light bulbs, fires, etc., that emit enough visible light for us</p><p>to see them). Infravision utilizes heat (infrared) energy emit-</p><p>ted by objects, since almost everything emits infrared energy.</p><p>The problem with infravision is that many objects, such as</p><p>normal weapons and rocks, without internal heat sources, are</p><p>at or very near the temperature of their surrounding and thus</p><p>are nearly indistinguishable from those surroundings when</p><p>using infravision. Ultravision (and vision utilizing x-rays,</p><p>gamma rays, or radio waves) is useless since only stars and a</p><p>few other celestial objects emit significant amounts of energy</p><p>in these regions of the electromagnetic spectrum. All would</p><p>appear uniformly black with these forms of vision, except for</p><p>a few objects in the sky.</p><p>Darkness bSooner or later characters wind up</p><p></p><p>lundering around in the dark. Normally</p><p>they try to avoid this, but clever DMs</p><p>and foolish players generally manage to bring it about. Per-</p><p>haps the kobolds captured the player characters and</p><p>stripped them of all their gear; perhaps the characters for-</p><p>got to bring enough torches. Whatever the reason, those</p><p>without infravision suffer both physical and psychological</p><p>effects in the dark.</p><p> For the purposes of this discussion, “darkness’’ means any</p><p>time the characters suffer from limited visibility. Thus, the</p><p>rules given here apply equally well when the characters are</p><p>affected by a darkness spell, blundering about in pea-soup</p><p>fog, out on a moonless night, or even blindfolded.</p><p> Since one can’t see anything in the dark, the safe move-</p><p>ment rate of blinded characters is immediately slowed by 1⁄3</p><p>the normal amount. Faster movement requires a Dexterity</p><p>check (see Chapter 14: Time and Movement). Characters</p><p>also suffer a –4 penalty to attack rolls and saving throws. Their</p><p>Armor Class is four worse than normal (to a limit of 10).</p><p>Sight-related damage bonuses (backstabbing, etc.) are</p><p>negated. However, darkness is not always absolute, and those</p><p>DMs who wish to make distinctions between various levels of</p><p>darkness can use Table 72.</p><p> The blindfighting proficiency can lessen the effects of fight-</p><p>ing in darkness as explained in the proficiency description in</p><p>the Player’s Handbook.</p><p>[/spoiler]</p><p>And the PHB said</p><p>[Spoiler]="2ePHB155"]</p><p>Infravision Some characters and monsters have the</p><p></p><p>power of infravision. This can mean one</p><p>of two things, depending on whether the</p><p>standard or the optional rule is used (this is discussed in detail</p><p>in the Dungeon Master's Guide). The choice is left to the DM and</p><p>he must tell the players how he wants infravision to work.</p><p>Regardless of how the power functions, the range of infravision</p><p>is at most 60 feet unless otherwise noted.</p><p>[/spoiler]</p><p>Also remember that 60 feet is half the move speed of an elf half elf & human or equal to that of the slow dwarf/gnome/halfling.</p><p>From that a player with infravision who was told "its dark" could be 100% sure that they needed a light source. Either the heat wasn't useful for sewing in some way or there simply was not enough light of suitable spectrum to amplify.</p><p></p><p>Now in 5e you can read just fine on a moonless cloudy foggy night in a locked chest sealed in a closet of a dark room with curtains drawn unless you are reading a coloring book. That's far too generous for the beowulf story to support a dungeon crawl & it gets worse when nearly every pc race has dark vision</p><p></p><p> </p><p></p><p></p><p>Yes it helped reduce the number of torches carried, but the pounds were quickly filled by other gear and coins. carrying capacities were a meaningful thing back then. A priest got second level spells at level 3, which took 3000xp</p><p></p><p>† good discussion <a href="https://www.reddit.com/r/DnD/comments/433e8x/why_did_dd_switch_from_tenfoot_squares_to/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=14&utm_content=share_button" target="_blank">here</a></p><p>‡PHB157</p><p>⸶This race had infravision but also had attribute requirements to even<em> be</em> one.</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 8872623, member: 93670"] This is just wrong on a mechanical level & there are two reasons why. Firstly the scale of one inch changed from 3.x on, secondly the presentation of infravision Back in 2e a one inch square represented ten feet[I]† [/I]. For 3.x that has been one inch to five [I]feet[/I]. Some of the values no doubt stayed the same and effectively doubled but most ranges were reduced accordingly to follow with the change from. In 2e having a 60 got light source with a movement speed of... [spoiler=" 60-120 yards‡ "] Movement Closely related to time is movement. Clearly your character is able to move; otherwise, adventures would be rather static and boring. But how fast can he move? If a large, green carrion crawler is scuttling after Rath, is the redoubtable dwarf fast enough to escape? Could Rath outrun an irritated but heavily loaded elf? Sooner or later these considerations become important to player characters. All characters have movement rates that are based on their race. Table 64 lists the movement rates for unencum- bered characters of different races. [B]A character can normally walk his movement rate in [I][U]tens of [/U][/I] [U][I]yards[/I][/U] in a single round. [/B]An unencumbered human can walk 120 yards (360 feet), slightly more than a football field, in one minute. A dwarf, similarly equipped, can walk 60 yards in the same time. This walk is at a fairly brisk, though not strenuous, pace that can be kept up for long periods of time. However, a character may have to move slower than this pace. If the character is carrying equipment, he may move slower because of the encumbrance, if this optional rule is used (see “Encumbrance” in Chapter 6: Money and Equipment). As the character carries more gear, he gradually slows down until he reaches the point where he can barely move at all. When a character is moving through a dungeon or similar setting, his movement rate corresponds to tens of feet per round (rather than the tens of yards per round of outside [B]Table 64: Base Movement Rates[/B] Race Rate Human 12 Dwarf⸶ 6 Elf⸶ 12 Gnome 6 Half-elf⸶ 12 Halfling ⸶6 [/spoiler] 60feet on a light source is half the range that a human/elf/half elf can move in one round & equal for dwarf/gnome/halfling. Dark vision was called infravision in 2e & the rules for it were divided between the PHB as well as the DMG. The DMG said [spoiler="DMG160"] Infravision sThere are two definitions of infravi- ion that can be used in the AD&D game. The first is simple but lacks detail. It is, however, a perfectly adequate definition for those who don’t want to bother with the complexities of infravision. The second, optional, definition, adds another level of detail to the game. It allows the DM to create spe- cial situations in which the function of infravision becomes important, but requires the DM to keep track of more rules and more details. Standard Infravision The easiest definition of infravision is that it allows charac- ters to see in the dark. Nothing more is said about how this works—it simply works. Characters do not see into the infared spectrum or “see’’ heat or anything else. They just see in the dark as clearly as they do in normal light. However, since it is a somewhat magical power, the range is not that of normal vision—infravision ability extends only 60 feet. Beyond this only normal vision is allowed. Optional Infravision This definition is much more scientific and accurate to what we know of physical properties of the real world. To its advantage, this definition makes infravision very differ- ent from normal sight, with its own strengths and weak- nesses. To its disadvantage, it introduces a certain amount of scientific accuracy (with all its complications) into a fantasy realm. According to this definition, infravision is the ability to sense or “see’’ heat. The best comparison is to thermal imag- ing equipment used by the armed forces of many different nations today. This special sense is limited to a 60-foot range. Within this range, characters can see the degrees of heat radiated by an object as a glowing blob translated into colors like a thermagram. If this definition is used, there are several things that must be considered. First, large heat sources will temporar- ily blind characters with infravision just as looking at a bright light blinds those with normal vision. Thus, those attempting to use infravision must make the effort to avoid looking directly at fires or torches, either their own or the enemy’s. (The light from magical items does not radiate significant heat.) Second, the DM must be ready to state how hot various things are. A literal interpretation of the rule means that characters won’t be able to tell the floor from the walls in most dungeons. All of it is the same tem- perature, after all. The DM must also be ready to decide if dungeon doors are a different temperature (or radiate heat differently) from stone walls. Does a different color or kind of stone radiate heat differently from those around it? Does the ink of a page radiate differently enough from the paper to be noticed? Probably not. Can a character tell an orc from a hobgoblin or a human? Most creatures have similar “thermal outlines”— somewhat fuzzy blobs. They do not radiate at different tem- peratures and even if they did, infravision is seldom so acute as to register differences of just a few degrees. Be sure you understand the effects this optional definition of infravision can have—there are dangers in bringing scien- tific accuracy to a fantasy game. By creating a specific defini- tion of how this power works, the DM is inviting his players to apply logic to the definition. The problem is, this is a fantasy game and logic isn’t always sensible or even desired! So, be aware that the optional definition may result in very strange situations, all because logic and science are applied to some- thing that isn’t logical or scientific. Other Forms of Sight If the optional definition of infravision is used, the DM has set a precedent for using scientific laws to explain the ability. Some people, arguing that there are visual organs that can apparently see into the infrared spectrum (using infravision), will also argue for other forms of sight able to see into other ranges of the spectrum. These can be included, if the DM desires. However, before adding these to his game, the DM had best have a firm grasp of the rules and, maybe, of physics. For example, just what would a character or creature with ultravision (the ability to see into the ultraviolet spectrum) see? Our eyes see objects because of visible light that is reflected off objects (except for a few objects, such as the sun, light bulbs, fires, etc., that emit enough visible light for us to see them). Infravision utilizes heat (infrared) energy emit- ted by objects, since almost everything emits infrared energy. The problem with infravision is that many objects, such as normal weapons and rocks, without internal heat sources, are at or very near the temperature of their surrounding and thus are nearly indistinguishable from those surroundings when using infravision. Ultravision (and vision utilizing x-rays, gamma rays, or radio waves) is useless since only stars and a few other celestial objects emit significant amounts of energy in these regions of the electromagnetic spectrum. All would appear uniformly black with these forms of vision, except for a few objects in the sky. Darkness bSooner or later characters wind up lundering around in the dark. Normally they try to avoid this, but clever DMs and foolish players generally manage to bring it about. Per- haps the kobolds captured the player characters and stripped them of all their gear; perhaps the characters for- got to bring enough torches. Whatever the reason, those without infravision suffer both physical and psychological effects in the dark. For the purposes of this discussion, “darkness’’ means any time the characters suffer from limited visibility. Thus, the rules given here apply equally well when the characters are affected by a darkness spell, blundering about in pea-soup fog, out on a moonless night, or even blindfolded. Since one can’t see anything in the dark, the safe move- ment rate of blinded characters is immediately slowed by 1⁄3 the normal amount. Faster movement requires a Dexterity check (see Chapter 14: Time and Movement). Characters also suffer a –4 penalty to attack rolls and saving throws. Their Armor Class is four worse than normal (to a limit of 10). Sight-related damage bonuses (backstabbing, etc.) are negated. However, darkness is not always absolute, and those DMs who wish to make distinctions between various levels of darkness can use Table 72. The blindfighting proficiency can lessen the effects of fight- ing in darkness as explained in the proficiency description in the Player’s Handbook. [/spoiler] And the PHB said [Spoiler]="2ePHB155"] Infravision Some characters and monsters have the power of infravision. This can mean one of two things, depending on whether the standard or the optional rule is used (this is discussed in detail in the Dungeon Master's Guide). The choice is left to the DM and he must tell the players how he wants infravision to work. Regardless of how the power functions, the range of infravision is at most 60 feet unless otherwise noted. [/spoiler] Also remember that 60 feet is half the move speed of an elf half elf & human or equal to that of the slow dwarf/gnome/halfling. From that a player with infravision who was told "its dark" could be 100% sure that they needed a light source. Either the heat wasn't useful for sewing in some way or there simply was not enough light of suitable spectrum to amplify. Now in 5e you can read just fine on a moonless cloudy foggy night in a locked chest sealed in a closet of a dark room with curtains drawn unless you are reading a coloring book. That's far too generous for the beowulf story to support a dungeon crawl & it gets worse when nearly every pc race has dark vision Yes it helped reduce the number of torches carried, but the pounds were quickly filled by other gear and coins. carrying capacities were a meaningful thing back then. A priest got second level spells at level 3, which took 3000xp † good discussion [URL='https://www.reddit.com/r/DnD/comments/433e8x/why_did_dd_switch_from_tenfoot_squares_to/?utm_source=share&utm_medium=android_app&utm_name=androidcss&utm_term=14&utm_content=share_button']here[/URL] ‡PHB157 ⸶This race had infravision but also had attribute requirements to even[I] be[/I] one. [/QUOTE]
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