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DMi suggestion - adjudicating attacks inside Darkness
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<blockquote data-quote="clearstream" data-source="post: 7123891" data-attributes="member: 71699"><p>Apologies if I seemed brusque. I feel like chaotic got too much emphasis: what broke SOD most for us was having mutually blind combatants fighting (and moving for that matter) much the same as if all were sighted. Note here that I think it is okay to aim to preserve the overall structure of a rule set while tweaking only part of it. So there's another requirement - to be harmonious with the other rules of the game <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>That is all very well put. Another example is where drow drop Darkness on the party and start peppering them with crossbow bolts. If we follow RAW and say that the drow have advantage because the players can't see their attackers, and disadvantage because the drow can't see the party, then that creates a situation that feels problematic. Of course, the party can make the same claims in shooting at the drow. But what is happening here? Mutually blinded <em>ranged</em> opponents behaving pretty much as if they were sighted?!</p><p></p><p>To straighten things out a bit, I'm not against your concept of making creatures in such situations pick squares, but only the cost of the process for the result. Say I get all the ranged attackers to pick squares by some random method, or I hide the targets. Either way the chance of picking correctly is 1/area e.g. if a target is somewhere in a 3*3 area then the chance is 1/9th. If targets shift each turn, then even after 9 picks there is still about a 1/3rd chance of never having chosen the right square. I'm also kind of against having one rule for ranged and one for melee, even though that is certainly an option. Partly, this is because of situations like the 4 vs 4 one you described. How complicated do we really want this to be?</p><p></p><p>I feel like RAW really does let players down in dealing with sight.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7123891, member: 71699"] Apologies if I seemed brusque. I feel like chaotic got too much emphasis: what broke SOD most for us was having mutually blind combatants fighting (and moving for that matter) much the same as if all were sighted. Note here that I think it is okay to aim to preserve the overall structure of a rule set while tweaking only part of it. So there's another requirement - to be harmonious with the other rules of the game :) That is all very well put. Another example is where drow drop Darkness on the party and start peppering them with crossbow bolts. If we follow RAW and say that the drow have advantage because the players can't see their attackers, and disadvantage because the drow can't see the party, then that creates a situation that feels problematic. Of course, the party can make the same claims in shooting at the drow. But what is happening here? Mutually blinded [I]ranged[/I] opponents behaving pretty much as if they were sighted?! To straighten things out a bit, I'm not against your concept of making creatures in such situations pick squares, but only the cost of the process for the result. Say I get all the ranged attackers to pick squares by some random method, or I hide the targets. Either way the chance of picking correctly is 1/area e.g. if a target is somewhere in a 3*3 area then the chance is 1/9th. If targets shift each turn, then even after 9 picks there is still about a 1/3rd chance of never having chosen the right square. I'm also kind of against having one rule for ranged and one for melee, even though that is certainly an option. Partly, this is because of situations like the 4 vs 4 one you described. How complicated do we really want this to be? I feel like RAW really does let players down in dealing with sight. [/QUOTE]
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