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General Tabletop Discussion
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How strict are you with vision and illumination rules?
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<blockquote data-quote="Hriston" data-source="post: 7416934" data-attributes="member: 6787503"><p>I know you didn't introduce it, but this aspect of the thread seems a little strange to me. My assumption is it's generally the DM who establishes lighting and other conditions that may or may not be appropriate for hiding, so why the DM would then need to make any rulings that override the way those elements affect gameplay is beyond me. It seems like a simpler, more direct approach would be to establish the elements that have the effect you want. For example, if you want normally-sighted characters to be unable to see into an area then establish a heavily obscured area, such as an area of darkness or dense foliage. If you want them to be able to see, but not so well, make it lightly obscured instead.</p><p></p><p></p><p></p><p>Nice example. Just so we're on the same page, it sounds like the elephant isn't trying to hide and there are no intervening obstructions to vision, so the only variables here are lighting conditions and whether the elephant makes a loud noise.</p><p></p><p>Here's how I would rule it with the elephant at 150 feet: <ul> <li data-xf-list-type="ul">Bright light (day)- You see the elephant.</li> <li data-xf-list-type="ul">Dim light (night with full moon)- You see the elephant.</li> <li data-xf-list-type="ul">Darkness (night with less than full moon and no other light source)- You can't see the elephant. It's also too far away to be noticed by hearing if it makes normal levels of noise. If it makes a loud noise, however, it will probably be noticed depending on prevailing conditions for sound traveling. But there's a chance that it still won't be noticed.</li> </ul><p>I don't think I'm using any house-rules either. I generate audible distance from the chart on one of the published DM's screens. The one exception is that I hand-wave the difference between a night with a maximum full moon and the other half of the time when the full moon's maximum occurs below the horizon.</p></blockquote><p></p>
[QUOTE="Hriston, post: 7416934, member: 6787503"] I know you didn't introduce it, but this aspect of the thread seems a little strange to me. My assumption is it's generally the DM who establishes lighting and other conditions that may or may not be appropriate for hiding, so why the DM would then need to make any rulings that override the way those elements affect gameplay is beyond me. It seems like a simpler, more direct approach would be to establish the elements that have the effect you want. For example, if you want normally-sighted characters to be unable to see into an area then establish a heavily obscured area, such as an area of darkness or dense foliage. If you want them to be able to see, but not so well, make it lightly obscured instead. Nice example. Just so we're on the same page, it sounds like the elephant isn't trying to hide and there are no intervening obstructions to vision, so the only variables here are lighting conditions and whether the elephant makes a loud noise. Here's how I would rule it with the elephant at 150 feet:[LIST] [*]Bright light (day)- You see the elephant. [*]Dim light (night with full moon)- You see the elephant. [*]Darkness (night with less than full moon and no other light source)- You can't see the elephant. It's also too far away to be noticed by hearing if it makes normal levels of noise. If it makes a loud noise, however, it will probably be noticed depending on prevailing conditions for sound traveling. But there's a chance that it still won't be noticed. [/LIST] I don't think I'm using any house-rules either. I generate audible distance from the chart on one of the published DM's screens. The one exception is that I hand-wave the difference between a night with a maximum full moon and the other half of the time when the full moon's maximum occurs below the horizon. [/QUOTE]
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How strict are you with vision and illumination rules?
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