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General Tabletop Discussion
*Dungeons & Dragons
Ruling Consideration on Darkness (both magical and non-magical)
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<blockquote data-quote="The Annihilargh" data-source="post: 8250246" data-attributes="member: 7030128"><p>Before you read the entire post, let me establish my intent for starting this thread. I am saying all of this for <em>me</em>, so that I can get this off my mimic chest. You guys can ignore this if you want to; I don't care.</p><p></p><p>So, recently I've been a little obsessed over figuring out what Dim Light would look like irl. I was browsing the web and I came across this <a href="https://rpg.stackexchange.com/questions/62774/how-far-away-can-you-see-light" target="_blank">thread</a>, and it got me thinking about the rules for darkness. I've been looking at the rules for heavily obscured, normal and magical darkness. To start, heavily obscured says that "A creature effectively suffers from the blinded condition when trying to see in that area" (Appendix referral removed). The text says nothing about seeing outside the area that is heavily obscured. The text for darkness (non-magical) uses magical darkness as an example of when "[C]haracters face darkness," which means that an area affected by <em>magical </em>darkness is mechanically considered "heavily obscured." The only difference between <em>magical </em>darkness and <em>normal</em> darkness is that creatures "with darkvision can't see through" magical darkness (at least the magical darkness created by the <em>Darkness</em> spell). With that quote in mind, that really leaves only two interpretations: 1 being that creatures with darkvision can neither see within nor past the area of magical darkness, which would put creatures without darkvision at an advantage* (*overall, not mechanically for rolling two d20's); or 2, creatures can not mechanically benefit from their <em>darkvision</em> trait when looking at something within the area of magical darkness. Either way, there is no mechanical difference between either forms of darkness for creatures that lack darkvision: the area becomes heavily obscured, and the creature(s) without darkvision are effectively blind for the purposes of seeing something within the affected area.</p><p>As for the Devil's Sight invocation, weirdly, I'd think the only effect it has on the warlock is that they can treat areas of darkness within line of sight, both magical and not, as areas of unobscured bright light—or whatever the DM says is "seeing normally," though I think that ruling would provide great roleplay material lol.</p><p></p><p>Anyway, that's all I have to say. Thank you for reading this post as this is my first time "posting a thread(?)" or whatever you guys call it.</p></blockquote><p></p>
[QUOTE="The Annihilargh, post: 8250246, member: 7030128"] Before you read the entire post, let me establish my intent for starting this thread. I am saying all of this for [I]me[/I], so that I can get this off my mimic chest. You guys can ignore this if you want to; I don't care. So, recently I've been a little obsessed over figuring out what Dim Light would look like irl. I was browsing the web and I came across this [URL='https://rpg.stackexchange.com/questions/62774/how-far-away-can-you-see-light']thread[/URL], and it got me thinking about the rules for darkness. I've been looking at the rules for heavily obscured, normal and magical darkness. To start, heavily obscured says that "A creature effectively suffers from the blinded condition when trying to see in that area" (Appendix referral removed). The text says nothing about seeing outside the area that is heavily obscured. The text for darkness (non-magical) uses magical darkness as an example of when "[C]haracters face darkness," which means that an area affected by [I]magical [/I]darkness is mechanically considered "heavily obscured." The only difference between [I]magical [/I]darkness and [I]normal[/I] darkness is that creatures "with darkvision can't see through" magical darkness (at least the magical darkness created by the [I]Darkness[/I] spell). With that quote in mind, that really leaves only two interpretations: 1 being that creatures with darkvision can neither see within nor past the area of magical darkness, which would put creatures without darkvision at an advantage* (*overall, not mechanically for rolling two d20's); or 2, creatures can not mechanically benefit from their [I]darkvision[/I] trait when looking at something within the area of magical darkness. Either way, there is no mechanical difference between either forms of darkness for creatures that lack darkvision: the area becomes heavily obscured, and the creature(s) without darkvision are effectively blind for the purposes of seeing something within the affected area. As for the Devil's Sight invocation, weirdly, I'd think the only effect it has on the warlock is that they can treat areas of darkness within line of sight, both magical and not, as areas of unobscured bright light—or whatever the DM says is "seeing normally," though I think that ruling would provide great roleplay material lol. Anyway, that's all I have to say. Thank you for reading this post as this is my first time "posting a thread(?)" or whatever you guys call it. [/QUOTE]
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