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, OSR, & D&D Variants
*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, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Everyone has Darkvision - too generous?
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="jgsugden" data-source="post: 6756043" data-attributes="member: 2629"><p>I prefer to have more vision choices in my games, but the players often find it confusing to have too many so I stick to the main rules. However, I like the following:</p><p></p><p>Darkvision - Characters with this ability generate a light that only they can see. It extends in all directions to the distance indicated for the ability. Creatures that live underground may have this vision (such as dwarves). It is always active.</p><p></p><p>Low light vision - Double the range of dim light from light sources. The original area of dim light emited from a source is treated as bright light. This is common amongst woodland monsters and creatures such as elves that don't prey on other beings often... It is always active.</p><p></p><p>Infravision - You can see into the infrared spectrum at any distance, allowing you to see heat sources in the dark. The infrared range is hard to discern in normal light, making it most useful in the dark. I replace darkvision with infravision for night hunting preying creatures like orcs, gnolls, goblins and kobolds. It allows them to discern the location of their prey in a valley while standing on a nearby ridge at night. Settlements worried about these raiders often use fire to wash out infravision and limit the ability of enemies to see the settlements clearly using infravision. Some spells are created to interact only with the infrared vision as discussed in ultravision below, but it is more rare. The eyes of creatures seeing in the infrared range emit dim red light when the ability is used (eyes glowing in the dark that can be seen from a distance, but illuminate only a few inches), which can be turned on and off.</p><p></p><p>Ultravision - Mostly useless, as few things show in the ultraviolet range that are not visible with normal vision, but intelligent underdark races with ultravision make use of the extended sight range and use magical (and a few mundane) techniques to communicate in the ultraviolate range in a way that only those with ultravision can see. Magics are often modified so that those with ultravsion can see a situation more clearly (Invisibility spells that do not hide from the ultraviolet range of light which create spectral purplish images of the invisible creatures, illusions labeled in writing at the ultraviolet range as illusions, light spells that only emit light at the ultraviolet range, etc...). This vision can be turned on and off, but when on it emits dim purple light making the eyes visible in the dark. </p><p></p><p>Supravision - Shorthand for Ultravision + Infravision. Creatures of magical natures may have this vision, such as dragonborn. It can be activated or turned off and when active, the eyes emit a dim white light.</p><p></p><p>Diabolic Vision - The vision of devils, anything that has ever been touched by a creature with a soul is infused with some of the light from that soul... that light lingers forever. As a result, pretty much everything emits soul light that devils can see and pretty much everything is visible to them... except things that drain souls and life. While a wraith can be seen in normal light, a wraith in the darkness is invisible to a devil. This is always active.</p><p></p><p>X-ray vision - This allows you to see through light concealment as if it were not there. It is rare. </p><p></p><p>True Sight - This gives all of the above because, well, magic. True sight has a spell level assigned to it and can only see through illusions of an equal or lower level.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 6756043, member: 2629"] I prefer to have more vision choices in my games, but the players often find it confusing to have too many so I stick to the main rules. However, I like the following: Darkvision - Characters with this ability generate a light that only they can see. It extends in all directions to the distance indicated for the ability. Creatures that live underground may have this vision (such as dwarves). It is always active. Low light vision - Double the range of dim light from light sources. The original area of dim light emited from a source is treated as bright light. This is common amongst woodland monsters and creatures such as elves that don't prey on other beings often... It is always active. Infravision - You can see into the infrared spectrum at any distance, allowing you to see heat sources in the dark. The infrared range is hard to discern in normal light, making it most useful in the dark. I replace darkvision with infravision for night hunting preying creatures like orcs, gnolls, goblins and kobolds. It allows them to discern the location of their prey in a valley while standing on a nearby ridge at night. Settlements worried about these raiders often use fire to wash out infravision and limit the ability of enemies to see the settlements clearly using infravision. Some spells are created to interact only with the infrared vision as discussed in ultravision below, but it is more rare. The eyes of creatures seeing in the infrared range emit dim red light when the ability is used (eyes glowing in the dark that can be seen from a distance, but illuminate only a few inches), which can be turned on and off. Ultravision - Mostly useless, as few things show in the ultraviolet range that are not visible with normal vision, but intelligent underdark races with ultravision make use of the extended sight range and use magical (and a few mundane) techniques to communicate in the ultraviolate range in a way that only those with ultravision can see. Magics are often modified so that those with ultravsion can see a situation more clearly (Invisibility spells that do not hide from the ultraviolet range of light which create spectral purplish images of the invisible creatures, illusions labeled in writing at the ultraviolet range as illusions, light spells that only emit light at the ultraviolet range, etc...). This vision can be turned on and off, but when on it emits dim purple light making the eyes visible in the dark. Supravision - Shorthand for Ultravision + Infravision. Creatures of magical natures may have this vision, such as dragonborn. It can be activated or turned off and when active, the eyes emit a dim white light. Diabolic Vision - The vision of devils, anything that has ever been touched by a creature with a soul is infused with some of the light from that soul... that light lingers forever. As a result, pretty much everything emits soul light that devils can see and pretty much everything is visible to them... except things that drain souls and life. While a wraith can be seen in normal light, a wraith in the darkness is invisible to a devil. This is always active. X-ray vision - This allows you to see through light concealment as if it were not there. It is rare. True Sight - This gives all of the above because, well, magic. True sight has a spell level assigned to it and can only see through illusions of an equal or lower level. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Everyone has Darkvision - too generous?
Top