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Light Sources
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<blockquote data-quote="CapnZapp" data-source="post: 4603739" data-attributes="member: 12731"><p>Here's my house-rules on Light Sources.</p><p></p><p>Rationale: I originally started to tweak the light sources because I have found the Sunrod too powerful for its price, completely rendering lanterns and torches irrelevant. In other words, "dim light" almost never comes into play, making the Low-Light Vision racial benefit almost completely worthless. With this variant, dim light is back in the game.</p><p>Once I begun, I quickly found I wanted to add back in the Bull's-Eye lantern from 3rd edition (here called Storm Lantern), and various other less used light sources (including Moonrods - while I have made them up on the spot, I wouldn't be too surprised to learn they exist already)</p><p>As you can see, I have modified durations to mesh with the Encounter/Day cycle of 4E. Also in the spirit of 4E, I have done away with lamp oil: lanterns effectively never run out of oil. The wizard cantrip has been made tier-sensitive. Finally, the price of Lanterns were reduced to 4 gp so I could replace the sunrods of the Standard Adventurer's Kit without changing the price. <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>[CODE]Light Source Bright Light* Dim Light* Duration** Price Weight</p><p>Candles, pair – 2 sq Day 1 sp –</p><p>Torches, 5 4 sq 8 sq Day 1 sp 5 lbs.</p><p>Torch, 4 sq 8 sq Permanent 50 gp 1 lbs.</p><p> Ever-Burning</p><p>Lamp 3 sq 6 sq Permanent† 1 sp 1 lbs.</p><p>Lantern 6 sq 12 sq Permanent† 4 gp 4 lbs.</p><p>Storm Lantern†† 10 sq blast 20 sq blast Permanent† 6 gp 5 lbs.</p><p>Campfire 6 sq 12 sq Day – –</p><p>Light Cantrip 4/20/100 sq††† – Encounter – –</p><p>Sunrod 20 sq – Day 40 gp 1 lbs.</p><p>Moonrod†††† – 20 sq Day 50 gp 1 lbs.[/CODE]</p><p><em>*) All light sources radiate in a close burst except where noted. Bright light replace dim light where overlapping.</em></p><p><em>**) Rain and strong winds extinguish Candles and Lamps. Heavy rains and gale winds extinguish Torches, Lanterns and Campfires. Other light sources are practically inextinguishable by weather conditions.</em></p><p><em>†) The game does not track oil usage, for simplicity.</em></p><p><em>††) Changing the direction of the blast can be done for free as part of any movement. Otherwise it is a minor action. </em></p><p><em>†††) Maximum range quintupled at each Tier: 20 squares at Paragon Tier, 100 squares at Epic Tier. Minimum range remains 4 squares.</em></p><p><em>††††) Unlike other light sources, a Moonrod creates light without a visible source. This means observers does not automatically see you if you’re carrying a lit Moonrod. You are still illuminated by the light, however.</em></p><p></p><p>Comments? Potential issues?</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 4603739, member: 12731"] Here's my house-rules on Light Sources. Rationale: I originally started to tweak the light sources because I have found the Sunrod too powerful for its price, completely rendering lanterns and torches irrelevant. In other words, "dim light" almost never comes into play, making the Low-Light Vision racial benefit almost completely worthless. With this variant, dim light is back in the game. Once I begun, I quickly found I wanted to add back in the Bull's-Eye lantern from 3rd edition (here called Storm Lantern), and various other less used light sources (including Moonrods - while I have made them up on the spot, I wouldn't be too surprised to learn they exist already) As you can see, I have modified durations to mesh with the Encounter/Day cycle of 4E. Also in the spirit of 4E, I have done away with lamp oil: lanterns effectively never run out of oil. The wizard cantrip has been made tier-sensitive. Finally, the price of Lanterns were reduced to 4 gp so I could replace the sunrods of the Standard Adventurer's Kit without changing the price. :-) [CODE]Light Source Bright Light* Dim Light* Duration** Price Weight Candles, pair – 2 sq Day 1 sp – Torches, 5 4 sq 8 sq Day 1 sp 5 lbs. Torch, 4 sq 8 sq Permanent 50 gp 1 lbs. Ever-Burning Lamp 3 sq 6 sq Permanent† 1 sp 1 lbs. Lantern 6 sq 12 sq Permanent† 4 gp 4 lbs. Storm Lantern†† 10 sq blast 20 sq blast Permanent† 6 gp 5 lbs. Campfire 6 sq 12 sq Day – – Light Cantrip 4/20/100 sq††† – Encounter – – Sunrod 20 sq – Day 40 gp 1 lbs. Moonrod†††† – 20 sq Day 50 gp 1 lbs.[/CODE] [I]*) All light sources radiate in a close burst except where noted. Bright light replace dim light where overlapping. **) Rain and strong winds extinguish Candles and Lamps. Heavy rains and gale winds extinguish Torches, Lanterns and Campfires. Other light sources are practically inextinguishable by weather conditions. †) The game does not track oil usage, for simplicity. ††) Changing the direction of the blast can be done for free as part of any movement. Otherwise it is a minor action. †††) Maximum range quintupled at each Tier: 20 squares at Paragon Tier, 100 squares at Epic Tier. Minimum range remains 4 squares. ††††) Unlike other light sources, a Moonrod creates light without a visible source. This means observers does not automatically see you if you’re carrying a lit Moonrod. You are still illuminated by the light, however.[/I] Comments? Potential issues? [/QUOTE]
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