New Spot rule

Kerrick

First Post
I came up with this system while working on an aerial combat system (I'm not quite sure why, now), but it was also inspired by someone's comment that he lives near an airport, and seeing the planes taking off is something like a DC 100 Spot check by the rules, which is patently absurd. I went back to 2E and adapted some of the rules from there, mixed in d20 size rules, and voila - new Spot system.

Edit: Revisions made based on feedback, and a few mistakes corrected.

Variant Spot System

The maximum distance one can spot a human-sized figure standing still, assuming flat terrain and clear conditions, is around 1,000 feet. Detail is impossible to make out – you can't tell the creature's race, what it's wearing, or what it's doing, for the most part.

At 3/4 max distance (750 feet), the spotter can tell the creature's general size and shape, but exact identification is impossible unless the creature is very distinctive.

At 1/2 max distance (500 feet), the spotter can determine the creature's general type (humanoid, giant, etc.) and may even be able to tell specific race, if it's distinctive; size, shape, and color are all evident, but individuals usually cannot be identified. Large banners can be idenfitied.

At 1/4 max distance (250 feet), individuals and smaller banners can be identified; broad actions (raising one's arms, drawing weapons, etc.) can be noted, but smaller ones (like pickpocketing) cannot.

At 1/10 max distance, one can make out all but the smallest details – facial expressions, small movements, coats of arms etc. can all be seen. The rule of thumb here is that if something requires a Spot check to see normally (an earring hidden by a woman's hair, or the design of a tattoo on the back of a man's hand, for instance), it can't be seen at this distance.

The DC for spotting a human-sized figure at any range up to 100 feet, assuming clear line of sight and adequate illumination, is 5. At 100 feet, and each 100 feet beyond this, the DC increases by +2, to a maximum of 1000 ft. (DC 25). Each 100 feet is considered a sight increment – like a range increment, but used for spotting purposes. The DC for spotting any creature at the maximum range for its size is 25.

Each size category larger than Medium increases the maximum range by 1 increment. Each size smaller decreases it by 1 (see Table 1).


Table 1: Creature Size and Maximum Sight Ranges
Code:
Size		Inc. Mod.	Inc. Dist.
Fine		+8		20
Diminutive	+4		40
Tiny		+2		60
Small		+1		80
Medium		+0		100
Large		-1		110
Huge		-2		120
Gargantuan	-4		130
Colossal	-8		140
Titanic		-16		150
Titanic+	-32		160
Titanic++	-64		170
Titanic+++	-128		180

Increment Modifier: This is the number of increments added to or subtracted from the creature's range modifier. Multiply the number by 2 to get the modifier to the Spot check. The number of increments can't be reduced below 1.

Increment Distance: The distance of a range increment for a creature of a given size.


Lighting and Terrain
Lighting conditions and terrain play a large part in how easily and how far away you can spot someone. Table 2 lists the modifiers for various environmental and lighting conditions, as well as a few miscellaneous circumstances that would apply a modifier to the Spot check.
Note that "terrain" in this case can be applied to other circumstances. For instance, a crowd of people could be considered a forest – light, medium, or heavy depending on how many people there are. Likewise, a city full of close-packed buildings could be considered a medium or even heavy forest, whereas a small village, with the houses scattered but still somewhat obstructing sightlines, could be considered hilly terrain.

Table 2: Visiblity Modifiers and Ranges
Code:
Condition			Spot Mod.
Target is moving		+2
Target is trying to gain
 the spotter's attention1	+2
Target is raising a 
 dust/smoke cloud		--2
Target has (or is) a light 
  source	--3
	
Environmental conditions	Range Inc.
Bright daylight			10
Mist, light rain		8
Dusk/twilight, light 
  fog/snow (<1/2 inch/hour)	8
Moonlit night (full moon)	6
Fog, moderate, heavy rain	4
Moonlit night (half moon 
  or less)			4
Moonless night, starlight	2
Heavy fog/blizzard/sandstorm	--4
	
Terrain				Inc. Distance
Plains/desert5		+0 (100 ft.)
Hills			-20 (80 ft.)
Marsh			-40 (60 ft.)
Forest, light		-60 (40 ft.)
Forest, medium		-80 (20 ft.)
Forest, heavy/jungle	-90 (10 ft.)
Mountains6		--

Spot Modifier: This is the modifier to Spot checks, which applies at any range, regardless of how far away the spotter can see the target. These modifers can also be applied to ranged attacks, at the DM's option.

Range Increment: The number of range increments that can be applied. For instance, on a clear day, you can see out to the maximum range of 10 increments; at night, during a full moon, this is reduced to 6 increments.

Increment Distance: This is the distance of each range increment, according to the terrtain. For instance, a range increment on the plains is 100 feet, whereas one in light forest is only 40 feet. The maximum distance imposed by terrain always supercedes the maximum distance for a creature's size – a Huge creature 500 feet away in dense jungle can't be seen, but it can still be heard.

1 Jumping up and down/waving its arms, signallling with a mirror or banner, etc.

2 A dust/smoke cloud is treated as being three size categories larger than the creature making it, so the Spot modifier and sight range increment are applied accordingly.

3 See Light Sources, below

4 These conditions reduce all sight to 5 feet. Creatures and objects larger than Medium can be spotted slightly further away – 5 additional feet per size above Medium – but no details can be made out beyond the creature or object's general size.

5 Deserts with high dunes are treated as hilly terrain.

6 Since mountains cover the largest variety of terrain (from flat meadows to rugged hills and cliffs to winding canyons) it is best to apply the modifiers for another terrain type to the specific area.


Low-light and Darkvision

Creatures with low-light or darkvision enjoy increased ranges of sight in darker conditions, as they can see further than someone without special ability to see in the dark. The maximum number of range increments that a creature with low-light or darkvision can see, based on the lighting condition, is shown below.

Table 3: Low-light and Darkvision Range Modifiers
Code:
Environmental conditions	Low-light	Darkvision
Bright daylight			10		10
Mist, light rain		8		8
Dusk/twilight, light fog/snow 
  (<1/2 inch/hour)		10		8
Moonlit night (full moon)	10		8
Fog, moderate, heavy rain	4		4
Moonlit night (half moon or 
  less)		8		6
Moonless night, starlight	6		6
Heavy fog/blizzard/sandstorm	--3		--3

Light Sources
If the target has or is a light source, treat its size as being one category larger for each size of the light source above Diminutive (candle). For example, a human carrying a torch (Tiny) would be treated as a Large creature; a campfire (Small) at night would be treated as a Large creature; a bonfire (Huge) would be treated as Titanic++ (-128 modifier, max range 74 increments, or 1.4 miles). Spell effects like light or daylight are treated as the normal light sources they mimic, where applicable (a light spell is equivalent to a torch, e.g.); a daylight or other spell that creates extremely bright light is treated as a Huge light source.
Small but extremely bright light sources (a daylight spell, e.g.) are treated as one additional size larger.

Figures around the light source can be seen out to half the maximum distance; a spotter can count (with a reasonable degree of accuracy) the number of creatures near the light, and can determine general activity, but attacks against them suffer a -4 penalty. At 1/4 max distance, figures around the light source can be attacked without penalty.


Groups

Oftentimes, a character will spot a group of creatures on the move, or enemies will spot a party of adventurers. Either way, the same rule applies – if the creatures are relatively close to each other (i.e., they are occupying bordering squares), they are treated as being a group, and are considered a larger creature for spotting purposes. In this case, use the size equivalency rules to determine the group's relative size (see below):

32 Fine = 16 Diminutive = 8 Tiny = 2 Small = 1 Medium = 1/2 Large = 1/4 Huge = 1/16 Gargantuan = 1/32 Colossal = 1/64 Titanic

Basically, two creatures of a given size equal one of the next larger size. For example: A flock of 50 birds (Tiny) are roughly equal to 1 Gargantuan creature – they could be spotted up to 14 increments (130 feet each) or 1,820 feet, away.

If a group of creature is raising a dust cloud, the same rule applies – determine the group's size equivalent, then increase it by 3 categories for the dust cloud.


Elevated Positions and Spot Checks
A person standing in an elevated position (in a tree, on a tower/hilltop, flying, etc.) enjoys a much greater range of sight than someone on the ground due to the lack of ground cover and ground-level atmospheric distortions (heat waves, e.g.) interfering with line of sight. Each 10 feet above the ground grants the spotter a +1 circumstance bonus to Spot checks and ranged attacks, to a maximum of +10 to Spot and +5 to attack rolls. Each 100 feet above the ground lets you see one increment further, to a maximum of +5 increments. These bonuses do not apply in conditions that reduce sight to less than 10 feet – fog clouds, sandstorms, etc.

By the same token, a creature in an elevated position (especially flying) is easier to see. The same modifiers apply to someone on the ground trying to see the target, but if the target has cover or concealment, these modifiers apply – someone standing high in a tower looking out an arrow slit, for instance, can see very far, but is hard to be seen in turn.


Cover and Concealment

Even if someone is not attempting to hide, he could be standing in a position that makes it hard to see him – there could be a large tree in the way, or the target is moving through heavy underbrush or is under the effects of a spell that makes him harder to see (blur, displacement, etc.). In this case, modifiers to the Spot DC should be applied. If the target is actively hiding, the rules for an opposed Spot check apply instead.

A general rule of thumb is that if the target has cover or concealment, the spotter suffers a penalty to see him – partial concealment is -3, total concealment is -6, and cover can provide anywhere from -2 to -10. Note that these bonuses are cumulative – someone standing in a dark room (concealment) on the other side of an arrow slit (near-total cover) would enjoy around a +14 bonus to avoid being spotted – and also stack with the environmental conditions noted in Table 2, above. See the examples below for more details.


Examples
Here are a few examples of the Spot system in action.

Example 1: Durgan the fighter is riding across the plain in the middle of the day. The sky is clear and cloudless, providing great visibility (+0 modifier). About a half-mile down the road, another rider is coming toward him at a brisk trot, raising a dust cloud as he comes. The second rider is Large (horse-sized), but the dust cloud makes him three sizes larger (Colossal) for spotting purposes, which makes him seem 8 increments closer than he really is (or a -16 modifier to the DC). Since the rider is at max range for his size (around 2,500 feet), the DC is 25. Durgan can see the dust cloud with some effort, but he can't see what's making it until the rider draws closer (within 2,000 feet).

Example 2: Jasya the mage is standing atop her tower, admiring the sunset. Her hawk familiar is flying around nearby, looking for a snack, when it lets out a screech of alarm – it has spotted a band of 8 orcs approaching the tower, about 200 yards away. The area around the tower is fairly clear except for low underbrush, but since Jasya is looking down, this has no effect on her line of sight. Since the orcs are moving as a group, they are treated as a a Huge creature for spotting purposes. Jasya is 50 feet up (+5 bonus), but it's twilight (-2). The orcs are 600 feet away, but since they're treated as a huge creature, this is only 3 increments (120 feet per increment, -2 increments), for a total of DC 14; with her bonuses, Jasya drops the DC to 11. She catches sight of the orcs easily and readies a fireball or two to deal with them.

For the orcs below, the DC to spot Jasya is a bit higher – she's alone (Medium creature), which puts her at a full 6 range increments away (-12). Also, since the top of her tower has a low wall, she gains partial cover, which applies a -3 penalty to their Spot checks, for a total of DC 20 – it's unlikely they'll see her until she starts casting spells.

Example 3: Kerrick the ranger is moving through a light forest on an overcast day (8 range increments of 40 feet each) when he hears something moving nearby (a brown bear, Medium size - +0). He stops and looks around, scanning the underbrush. Since it's a cloudy day, the maximum range Kerrick could see is 8 increments, or 320 feet. The bear is only 50 feet away, though – DC 7. Kerrick can see it easily, despite the minor penalty.
 
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Kerrick, interesting system.. mind if I suggest a slightly cleaner mechanic?

Hope not.. cause here it is :)

Spotting objects or creatures is similar to a ranged attack roll.
The base DC is 5 and Spot has a range increment of based on terrain. Each range adds a +2 to the DC.
The number of range increments is limited by weather conditions.
Creatures that are not Medium size are treated as being one range increment closer if larger, or farther away if smaller.

A new spot check can be taken when a circumstance changes, such as a motionless creature begins to move, or the target attempts to gain your attention, or the range to the target changes.
Modifiers:
Code:
Condition			             Spot Mod.	
Target is motionless		-2
Target is trying to gain
 the spotter's attention1 (Aid Action)	+2		
Target is raising a 
  dust/smoke cloud		             The dust cloud is treated as 10 sizes larger and can be seen before the creature making it.		
		
Environmental conditions	             Range Increments	
Bright daylight			10		
Mist, light rain4		             8		
Dusk/twilight, light fog/snow 
  (1 inch/hour)		             8		
Moonlit night (full moon)	             6		
Fog, moderate, heavy rain	             4		
Moonlit night (half moon or 
  less)				4		
Moonless night, starlight	             2		
Heavy fog/blizzard/sandstorm	1		
		
Terrain		                          Range Distance
Plains/desert4			100		
Hills				80		
Marsh				60		
Forest, light			40		
Forest, medium			20		
Forest, heavy/jungle		10		
Mountains			varies

This version generally maintains the same numbers and has the advantage of matching a range attack's modifers.

Your text above with the descriptions can be changed to reflect range increment instead of numbers of feet, making it easier to use the system with different size critters.
Revise examples:
Example 1: Durgan the fighter is riding across the plain in the middle of the day. The sky is clear and cloudless, providing great visibility (10 range increments of 100' each). About a half-mile (2100 feet) down the road, another rider is coming toward him at a brisk trot raising a dust cloud as he comes. The second rider is Large (horse-sized) and is treated as being 100' closer. Since the rider is beyond the max range for his size he cannot be seen. Durgan can see the dust cloud with a Spot DC 25 , but he can't see what's making it until the rider draws closer (within 1100 feet).

Example 3: Kerrick the ranger is moving through a light forest on an overcast day (8 range increments at 40' each) when he hears something moving nearby (a brown bear). He stops and looks around, scanning the underbrush. Since it's a cloudy day, the maximum range Kerrick could see is 8 increments, or 320'. The bear is only 50 feet away, though – DC 7. Kerrick can see the bear easily with only a few seconds' effort, despite the minor penalty.
 

Kerrick, interesting system.. mind if I suggest a slightly cleaner mechanic?

Hope not.. cause here it is :)

I'm always open to suggestions. I had a feeling this could be streamlined a little bit... I wanted to ditch the Spot modifiers and just go with the range increment modifiers, but I realized that the Spot mods apply at any range, like I noted - it's easier to spot a Large creature at 100 feet than a Small one, for instance, because of the size modifiers.

Spotting objects or creatures is similar to a ranged attack roll.

That works too. That's basically what I was doing - I took the range increments from that system and applied it to this.

Creatures that are not Medium size are treated as being one range increment closer if larger, or farther away if smaller

The problem with that is, it ignores the modifiers for size - they keep doubling, not going up or down by 2. But if we ditch the Spot modifiers, this might be the better way to go.

A new spot check can be taken when a circumstance changes, such as a motionless creature begins to move, or the target attempts to gain your attention, or the range to the target changes.

Ooh, good line. Forgot that part.

Example 1: Durgan the fighter is riding across the plain in the middle of the day. The sky is clear and cloudless, providing great visibility (10 range increments of 100' each). About a half-mile (2100 feet) down the road, another rider is coming toward him at a brisk trot raising a dust cloud as he comes. The second rider is Large (horse-sized) and is treated as being 100' closer. Since the rider is beyond the max range for his size he cannot be seen. Durgan can see the dust cloud with a Spot DC 25 , but he can't see what's making it until the rider draws closer (within 1100 feet).

You forgot the part about the dust cloud being either 3 sizes larger (my system) or 10 larger (yours). I'd go with 3 sizes, simply because a) it doesn't go too far off the chart; and b) it makes more sense - a horse and rider can't raise a Titanic+++++ cloud of dust (that, incidentally, is Macro-Large, according to UK's system, or about 2 miles across).

Note: I screwed up - my ranges per size were wrong. A colossal creature's max sight range is 1800 feet, not 2600, so the example would have to be revised to say a third of a mile, not a half-mile. Your range of 1100 feet, however, is correct.

Example 3: Kerrick the ranger is moving through a light forest on an overcast day (8 range increments at 40' each) when he hears something moving nearby (a brown bear). He stops and looks around, scanning the underbrush. Since it's a cloudy day, the maximum range Kerrick could see is 8 increments, or 320'. The bear is only 50 feet away, though – DC 7. Kerrick can see the bear easily with only a few seconds' effort, despite the minor penalty.

I like what you did with the terrain range increments - it took me a few minutes to figure it out, but it's a really nice idea. It wasn't until I read this example that I actually got it. This is really neat, and I am definitely using it.
 
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Yea, sometimes my writing doesn't make as much sense as the little voice in my head does . :)

The size is taken into account by adjusting the effective range, which is roughly equivilent to your system of adding a Spot Mod of +2 per range increment and a -X based on size. It doesn't double the modifer, but it also means that you can see larger creatures that are beyond the max range to see a Medium critter.

RE: Dust cloud.. I was trying to finagle the same results as your example. Taking into account your typo and using the Max range of 1800', a +3 size makes more sense.

I am glad you like it... would you post a revised version?
Definatley adding this one to my HR collection :)
 

The size is taken into account by adjusting the effective range, which is roughly equivilent to your system of adding a Spot Mod of +2 per range increment and a -X based on size. It doesn't double the modifer, but it also means that you can see larger creatures that are beyond the max range to see a Medium critter.

You know, I looked at that again... and I realized that you'r right - I don't need the Spot modifiers for size, since they're accounted for in the range increments. I'm not totally sure why I did it like that to begin with.

Oh, while I'm thinking about it - I know the ranges for Diminutive and Fine are technically correct, but do they seem a little far to you? I can't imagine anyone seeing a fly buzzing around 200 feet away without a telescope, or a frog sitting on a log at 600 feet, but that's what I came up with.

I am glad you like it... would you post a revised version?

I made corrections based on your comments, and fixed some errors I caught. I'll also ditch the Spot modifiers based on size, so this will pretty much be the final version, I think. Thanks a lot for the input.
 
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Yea, the frog at 200' is a bit odd.

My initial thought of an effective range modifier might still work, it combines both the penalty to range and accounts for the difficulty in seeing creatures of smaller sizes. Perhaps change Table 1 as follows:

Creatures larger than medium are treated as if they are closer than they actually are, while smaller creatures are treated as if they are farther away.

Table 1: Creature Size and Effective Sight Ranges
Code:
Size		Effective Range MOD
+                        additional +2
Fine		+8
Diminutive	+6
Tiny		+4
Small		+2
Medium		+0
Large		-2
Huge		-4
Gargantuan	-6
Colossal	             -8
Titanic		-10
+		additional -2

Example 1, A wizards Frog familiar is hopping along 150' down a straight road. Normally that is the first range increment and the Spot check suffers a -2 penalty. Since the Frog is Diminutive it is treated as if it were 6 more ranges away, in the 7th range increment. The Spot check suffers a -14. If it was a moonlit night, max ranges of 6, the frog would be out of sight.

Example 2, A Gargantuan Dragon is resting on a slight rise, scanning a vast plain for a wandering snack. He could spot a Fighter approaching from 1,000' with a -20 to his Spot check {10th range increment}. That fighter, on the other hand, could see the Dragon from 1,600' away with the same penalty. {16th range increment}. Given that the Very Old Red up there has a +37 to Spot, it might be a good idea to run away :)
Had the Fighter been riding a Horse {Large} and creating a dust could {+3 sizes} he would effectively be Collosal sized and the Dragon could spot the dust cloud from 1,800' away, still at -20 to spot...time for an appetite increasing chase!


Other thoughts:
Feats, spells, and abilities to affect this:
Lowlight vision adds 4 range increments when vision is limited by darkness
Eagle Eye spell treats everything as being 4 increments closer
...etc...

Hide skill interaction: Ditch the modifiers to the Hide skill based on size, instead use the range modifer from Table 1 above. A Hide check provides a circumstance bonus to all opponents Spot equal to your check - 15. This means its really easy for Fine critters to hide..IMHO not a bad thing. They would start out at an effective 9th range increment with a -18 to the opponents Spot, slighty better off than Cores +16 to Hide.

Final thought:
Groups of people: 4 of a similarly sized critter in groups are treated as one size larger. Groups of groups are treated in the same way. In this fashion a 80 man army is the same as 20 large critters, or 5 Huge critters, or 1 Gargantuan critter. Dust clouds raised by groups increase the modifer by one for each grouping done. In this case the Dust cloud would provide a +6 modifier. The end result is a Dust Cloud that can be seen 3,000' away..
Which is only half a mile away.. hmm..something not quite right with that.
 

Example 1, A wizards Frog familiar is hopping along 150' down a straight road. Normally that is the first range increment and the Spot check suffers a -2 penalty. Since the Frog is Diminutive it is treated as if it were 6 more ranges away, in the 7th range increment. The Spot check suffers a -14. If it was a moonlit night, max ranges of 6, the frog would be out of sight.

Now I remember why I kept the size modifiers in - this would only be a DC 19 Spot check. If you add in the size penalty, it's DC 27, which is closer to the mark.

I've got another idea: apply the range modifiers for terrain to size. For each size smaller than Medium, the range increment is reduced by 20 feet (Small: 80, Tiny: 60, etc.); for each size larger, increase it by 10 feet (Large: 110; Huge: 120, etc.).

Under this rule, the frog would be three increments away to start (40 feet per); it's treated as 6 increments further away for its size (9th increment, or -18), or DC 23. If you add the modifier for size, it's DC 31, but I'm not sure if I should keep that or not - you're already reducing the increment size and increasing its range increment (how far away it seems to be) based on its size, so adding it a third time seems really redundant.

Other thoughts:
Feats, spells, and abilities to affect this:
Lowlight vision adds 4 range increments when vision is limited by darkness
Eagle Eye spell treats everything as being 4 increments closer
...etc...

Yeah, I was thinking about that too. I have rules for telescopes (all ranges are doubled, but it only works during daylight unless you have a specially enchanted spyglass); I wasn't sure what to do with low-light vision, since it only extends a short distance - maybe all modifiers for dark conditions are reduced by one step (starlight ---> half-moon ---> full moon) beyond the range of your low-light vision, and by 2 for darkvision? I'm not familiar with the eagle eye spell, though I was thinking of something similar.

A Hide check provides a circumstance bonus to all opponents Spot equal to your check - 15. This means its really easy for Fine critters to hide..IMHO not a bad thing. They would start out at an effective 9th range increment with a -18 to the opponents Spot, slighty better off than Cores +16 to Hide.

I'm not quite following here - why would it provide a bonus? And where's the check-15 coming from?

Groups of people: 4 of a similarly sized critter in groups are treated as one size larger. Groups of groups are treated in the same way. In this fashion a 80 man army is the same as 20 large critters, or 5 Huge critters, or 1 Gargantuan critter.

Ooh, hadn't thought of that. It'd be easier just to use the size equivalency rules - 1 Colossal = 2 Gargangtuan = 4 Huge = 16 Large = 32 Medium. So, the 80-man army would be roughly equivalent to a Titanic creature (64 Medium). Since they're still Medium, just spread out, this works pretty well.

Dust clouds raised by groups increase the modifer by one for each grouping done. In this case the Dust cloud would provide a +6 modifier. The end result is a Dust Cloud that can be seen 3,000' away..
Which is only half a mile away.. hmm..something not quite right with that.

Just use the normal rule for dust clouds - in this case, it'd be Titanic+++; the cloud could be seen 13,800 feet away, or 2.6 miles. (Excel comes in real handy for this; the formula is: 5 + Size modifier + (2*max range) = 25. I know the size mod, so it's easy to figure out the max range, since it's the only unknown).

If you go with the variant rule I posted above, the dust cloud would be visible out to 24,840 feet (138 increments of 180 feet each), or 4.7 miles. Might be a bit far, I'm not sure. *shrug*
 

Okay, I've updated the system to the newest version, including all the rules we've come up with since yesterday - I modified the first table for the range based on size, and added in the distance modifiers; added rules for groups; and changed the examples to reflect the new rules. As an added bonus, here's a writeup for eyes of the eagle.

Eyes of the Eagle
Transmutation
Level: Brd 1, Drd 1, Rgr 1, Sor/Wiz 1
Components: V, S, M
Casting Time: 1 standard action
Range: Personal
Target: Self
Duration: 1 minute/level

This spell grants the caster the visual acuity of an eagle. For the duration of the spell, he can see further than normal - all ranges are doubled for purposes of spotting things (see the Spot rules).

Material Component: A feather from an eagle.
 

Kerrick said:
I'm not quite following here - why would it provide a bonus? And where's the check-15 coming from?
I had that backwards. A Hide check adds to the DC of an opponents Spot.
The check -15 is a mechanic I use in a number of place, including Swim and Climb. Essentially a cross-class 1st level with good ability MOD will hit DC 15 50% of the time. I consider this a baseline for skills that take training. It also ends up being realy close to the end results of a Core opposed check. By 5th level, an 'expert' you would have 8 ranks, possible a Skill focus, +3 skill mod, and be able to sneak a +2 circumstance from disguise..putting your base roll at 15. Whatever you roll on the die is direct benefit.
The advantage, IMO, is that a flubbed check can be actually make you easier to Spot.


Kerrick said:
Just use the normal rule for dust clouds - in this case, it'd be Titanic+++; the cloud could be seen 13,800 feet away, or 2.6 miles. (Excel comes in real handy for this; the formula is: 5 + Size modifier + (2*max range) = 25. I know the size mod, so it's easy to figure out the max range, since it's the only unknown).

If you go with the variant rule I posted above, the dust cloud would be visible out to 24,840 feet (138 increments of 180 feet each), or 4.7 miles. Might be a bit far, I'm not sure. *shrug*
4.7 miles isn't unreasonable for seeing adust cloud out in the desert, actually its about right.

I hacked an Excell Spreadsheet to do most of the calculations, simply because I was having trouble validating your example :p

This looks good, and I have copied your recent changes to my HR folder. The only change I made was to alter Table 1's Increment Distance column to be a modifer to the terrain.

I also coded in Lowlight and Darkvision, scaling each a bit differently for moonlit/starlit option.

Your "Eagles Eye" spell is exacly what I was thinking of!
 

Attachments


I hacked an Excell Spreadsheet to do most of the calculations, simply because I was having trouble validating your example :lol:

Yeah, I was having trouble keeping the math straight myself, which is why I had to use Excel for the Table 1 numbers. Is it bad when you're having trouble understanding your own system, even though you know the numbers are right? :D

I think you didn't take terrain max range into account, though - I tried Titanic+ in Heavy Forest (42 increments at 70 feet each), and it said the max range is 3009 feet (it should be 2940). At any rate, the terrain always trumps size - it's impossible to see even something the size of the Goodyear Blimp if it's 3,000 feet away in a dense jungle.

Oh, I figured out the problem - terrain has to be a modifier, not a flat number. Frex, Plains is +0 - the baseline; Medium Forest is -80; Marsh is -40; etc. This follows the "terrain always trumps size" rule. We'd have to change the distance modifiers in Table 1 back, but that's no problem.

So, the Titanic+ creature I mentioned above would be: 42 increments of 160 feet each, but heavy jungle reduces this to 70 feet each (-90), for a max range of 2940 feet. Hmm. Might have to put an "if" rule in there somehow... like "If the terrain would reduce the range increment by half or more, then the distance modifier for size doesn't count - use the terrain modifier instead."

So, since the heavy jungle reduces the creature's range by more than half, you'd end up using the terrain range distance; the Titanic+ creature would be visible at 42 increments of 10 feet each, or 420 feet - much more reasonable.

This looks good, and I have copied your recent changes to my HR folder. The only change I made was to alter Table 1's Increment Distance column to be a modifer to the terrain.

I like that, modifying to the terrain range increments, instead of figuring out how many increments and how far each is - much simpler. I'm not totally convinced that smaller creatures should be -10 instead of -20 (a Fine creature's max range is 120 feet, which seems a bit far), but it does keep the progression the same.

I also coded in Lowlight and Darkvision, scaling each a bit differently for moonlit/starlit option.

I saw that - looks good.

Your "Eagles Eye" spell is exacly what I was thinking of!

Cool. :D


Okay, I've revised the original post again to reflect the newest changes; I also added in some explanation text and the table on low-light/darkvision, and moved the part about Light Sources down to its own section.
 
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