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General Tabletop Discussion
*Dungeons & Dragons
Hiding and Blindness (updated)
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<blockquote data-quote="clearstream" data-source="post: 7528444" data-attributes="member: 71699"><p>Per RAW, when an attacker is unseen, defender is effectively blind relative to that attacker, so it gets advantage. This should come up more in discussions about stealth etc. The hiding situation is relatively controllable. Simply being unseen due to being in darkness and outside another creatures vision, is far more pernicious. If it's all attacks, then Superior Darkvision and Devil's Sight are helluva good.</p><p></p><p></p><p>IKR. My thought is that this might also settle the ducking halfling question: if it is obvious where the halfling will next spring up from, they won't be hidden when they make their attack.</p><p></p><p></p><p>I know what you mean about avoiding doubling up. The thing is that both come up and play out in different ways. Potentially distinct situations. Really, vision is hard to handle for miniatures, due to players looking down god-like from above the scene, and the inevitable shared information. For one thing, they tend to know where the walls are. (Or a DM tries to mandate what is known and makes everyone miserable!)</p><p></p><p>For straight protracted striding while blind, say in a room filled with other fighting creatures, or along narrow twisty tunnels, or in a forest, over possibly broken ground, it seems like something needs to happen right? But how much. If it's penalised too hard, the game becomes unfun (I speak from experience). If a DM calls for random headings, the game becomes arduous and unfun (again, from experience). As a DM I wanted something playable, yet with a decent narrative feel. Slow blind runners down by stacking another +1 foot cost onto the base ground cost.</p><p></p><p>For all out dashing, as when fleeing because... well, you're blind and maybe your enemies are not... when they go all out - dashing - they might go sprawling. Falling down instead of dashing is frequently punishing enough - a solid cost.</p></blockquote><p></p>
[QUOTE="clearstream, post: 7528444, member: 71699"] Per RAW, when an attacker is unseen, defender is effectively blind relative to that attacker, so it gets advantage. This should come up more in discussions about stealth etc. The hiding situation is relatively controllable. Simply being unseen due to being in darkness and outside another creatures vision, is far more pernicious. If it's all attacks, then Superior Darkvision and Devil's Sight are helluva good. IKR. My thought is that this might also settle the ducking halfling question: if it is obvious where the halfling will next spring up from, they won't be hidden when they make their attack. I know what you mean about avoiding doubling up. The thing is that both come up and play out in different ways. Potentially distinct situations. Really, vision is hard to handle for miniatures, due to players looking down god-like from above the scene, and the inevitable shared information. For one thing, they tend to know where the walls are. (Or a DM tries to mandate what is known and makes everyone miserable!) For straight protracted striding while blind, say in a room filled with other fighting creatures, or along narrow twisty tunnels, or in a forest, over possibly broken ground, it seems like something needs to happen right? But how much. If it's penalised too hard, the game becomes unfun (I speak from experience). If a DM calls for random headings, the game becomes arduous and unfun (again, from experience). As a DM I wanted something playable, yet with a decent narrative feel. Slow blind runners down by stacking another +1 foot cost onto the base ground cost. For all out dashing, as when fleeing because... well, you're blind and maybe your enemies are not... when they go all out - dashing - they might go sprawling. Falling down instead of dashing is frequently punishing enough - a solid cost. [/QUOTE]
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