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
How strict are you with vision and illumination rules?
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="Oofta" data-source="post: 7416999" data-attributes="member: 6801845"><p>Right, the elephant is not trying to hide, and there is nothing for it to hide behind.</p><p></p><p>Some of this is just terminology and approach. For example, I may decide that it's raining. How heavy the rain is will depend on the scene I'm trying to set or perhaps just a random roll of the dice. I then decide how is that rain going to affect visibility. Light rain may not have any effect at all, heavy rain may lightly obscure. In other words I decide on a scene first, mechanical effects are determined based on the scene.</p><p></p><p>I take the same approach with light. I may decide that it's a clear night with a full moon overhead ... and then decide what level the light is based on that. So in this case, it's dim light if the group is out in the open. If there's no moon, a partial moon or clouds I will adjust based on what I think makes sense all the way up to people without darkvision can't see anything.</p><p></p><p>I also rule that there are some in-between areas the rules don't cover, hence my elephant on the football field. If you were truly blind, you wouldn't know anything was there without hearing it. But there will be situations where you can see <em>something</em> well enough to target it with disadvantage but wihout your half-orc buddy, you wouldn't necessarily know it's an elephant. You know approximately where it is even if you do make ranged attacks with disadvantage.</p><p></p><p>If that same elephant is being relatively quiet and it is pitch black, you won't even know it's there. Someone can tell you where it is of course, but your PC would have to guess the location or have someone instruct you on exact location.</p><p></p><p>I guess you could say I added a stage between lightly obscured and heavily obscured. There's a point where you go from being just disadvantage to perception checks to disadvantage to hit but you still see an outline and/or shape. Finally you have "can't see anything". Moderately obscured? Creature is effectively blind, but sees <em>something</em>.</p><p></p><p>I do it this way because I know what it's like to be outside at night with a full moon. I see no reason to use a binary rule that has people scratching their heads. There are many places where it makes sense for simplicity and the flow of the game to have simple binary conditions (HP and consciousness come to mind), and others where I think the game is better if you acknowledge gray areas.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7416999, member: 6801845"] Right, the elephant is not trying to hide, and there is nothing for it to hide behind. Some of this is just terminology and approach. For example, I may decide that it's raining. How heavy the rain is will depend on the scene I'm trying to set or perhaps just a random roll of the dice. I then decide how is that rain going to affect visibility. Light rain may not have any effect at all, heavy rain may lightly obscure. In other words I decide on a scene first, mechanical effects are determined based on the scene. I take the same approach with light. I may decide that it's a clear night with a full moon overhead ... and then decide what level the light is based on that. So in this case, it's dim light if the group is out in the open. If there's no moon, a partial moon or clouds I will adjust based on what I think makes sense all the way up to people without darkvision can't see anything. I also rule that there are some in-between areas the rules don't cover, hence my elephant on the football field. If you were truly blind, you wouldn't know anything was there without hearing it. But there will be situations where you can see [I]something[/I] well enough to target it with disadvantage but wihout your half-orc buddy, you wouldn't necessarily know it's an elephant. You know approximately where it is even if you do make ranged attacks with disadvantage. If that same elephant is being relatively quiet and it is pitch black, you won't even know it's there. Someone can tell you where it is of course, but your PC would have to guess the location or have someone instruct you on exact location. I guess you could say I added a stage between lightly obscured and heavily obscured. There's a point where you go from being just disadvantage to perception checks to disadvantage to hit but you still see an outline and/or shape. Finally you have "can't see anything". Moderately obscured? Creature is effectively blind, but sees [I]something[/I]. I do it this way because I know what it's like to be outside at night with a full moon. I see no reason to use a binary rule that has people scratching their heads. There are many places where it makes sense for simplicity and the flow of the game to have simple binary conditions (HP and consciousness come to mind), and others where I think the game is better if you acknowledge gray areas. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
How strict are you with vision and illumination rules?
Top