Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
DMi suggestion - adjudicating attacks inside Darkness
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Li Shenron" data-source="post: 7123078" data-attributes="member: 1465"><p>The RAW doesn't adequately cover the situation described.</p><p></p><p></p><p></p><p>Crawford just has to provide some answer, but I am sure that in his own games he wouldn't rule this case like he says in the podcast. And <em>invisible</em> enemies are not exactly as bad as the PC being unable to see (in fact a lot of rationale about being able to pinpoint an invisible enemy is not only by sound but also by <em>visual clues</em> like misplaced sand/grass/water or bumping into objects). His ruling is also not really concerned about making full sense, but rather being <em>fair</em> in game terms i.e. not to make it too difficult for a PC to fight an invisible creature. But <strong>you</strong> started this thread saying you wanted to evoke a sense of chaos, right? </p><p></p><p>The way I would probably handle it, is similar to what you guessed: I would hide the battlemat (I don't use a grid, so in my case I would just tell the players to ignore the minis on the table) and add randomness in the targets being hit. I haven't thought about the details, if both parties cannot see in darkness, then maybe the easiest idea is that <em>instead</em> of regular attack rolls, each combatants has a flat chance of hitting someone, and everything could be determined with a single roll (example: party of 4 PCs vs 4 enemies -> roll 1d10, results of 1 to 3 hit a specific ally in alphabetical order, results of 4 to 6 hit nobody, results of 7 to 10 hit an enemy). Area spells roll 2d10 or more, and ignore duplicates. This would be a simple way to represent the chaos of two parties attacking each other in complete darkness. Reciprocal (clueless) movement already taken into account by the randomness. But then, who would be so stupid to fight in complete darkness with your allies nearby? After a round or even less, you should expect your players to want to try something else.</p><p></p><p></p><p></p><p>You are welcome.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 7123078, member: 1465"] The RAW doesn't adequately cover the situation described. Crawford just has to provide some answer, but I am sure that in his own games he wouldn't rule this case like he says in the podcast. And [I]invisible[/I] enemies are not exactly as bad as the PC being unable to see (in fact a lot of rationale about being able to pinpoint an invisible enemy is not only by sound but also by [I]visual clues[/I] like misplaced sand/grass/water or bumping into objects). His ruling is also not really concerned about making full sense, but rather being [I]fair[/I] in game terms i.e. not to make it too difficult for a PC to fight an invisible creature. But [B]you[/B] started this thread saying you wanted to evoke a sense of chaos, right? The way I would probably handle it, is similar to what you guessed: I would hide the battlemat (I don't use a grid, so in my case I would just tell the players to ignore the minis on the table) and add randomness in the targets being hit. I haven't thought about the details, if both parties cannot see in darkness, then maybe the easiest idea is that [I]instead[/I] of regular attack rolls, each combatants has a flat chance of hitting someone, and everything could be determined with a single roll (example: party of 4 PCs vs 4 enemies -> roll 1d10, results of 1 to 3 hit a specific ally in alphabetical order, results of 4 to 6 hit nobody, results of 7 to 10 hit an enemy). Area spells roll 2d10 or more, and ignore duplicates. This would be a simple way to represent the chaos of two parties attacking each other in complete darkness. Reciprocal (clueless) movement already taken into account by the randomness. But then, who would be so stupid to fight in complete darkness with your allies nearby? After a round or even less, you should expect your players to want to try something else. You are welcome. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
DMi suggestion - adjudicating attacks inside Darkness
Top