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<blockquote data-quote="Chris_Nightwing" data-source="post: 6128757" data-attributes="member: 882"><p>For the first time in a long while I managed to run a little playtest online last night. Down into the Mines of Madness went a pre-generated party of an Elven Ranger, Dwarven Paladin and Elven Wizard. Overall it was good fun, but we had a bit of a headache with the sight and vision rules.</p><p></p><p>See, the group went down the slide and landed in the chalk pit, and awoke the lizard skeletons. I gave them a round to fight those before the dwarven skeletons were attracted to the commotion. I also ruled that sources of fire in this place would have a strong chance of igniting the chalk stirred up in the air (sorry Burning Hands). At some point a thrown axe knocked the Wizard unconscious, so the Ranger decided to cast Fog Cloud to hopefully give them a chance to heal and make a plan. The text of Fog Cloud says it fills a certain area and provides heavy obscuration - great. What's heavy obscuration? Hm, well under stealth it says:</p><p></p><p>Ok, so the party was out of sight - to me that suggests they can't be targetted directly. But text says 'as if hiding' and 'thus can try to hide' - what? It's like you're hiding, so you can hide?</p><p></p><p>I ruled that the area that was heavily obscured basically made everyone in it invisible, so no direct targetting, any attack picks a square and has disadvantage, but equally you have advantage on attacks because you are invisible to your target so.. basically it's a normal attack if you know where your target is. This seemed to work, the Paladin then kicked up divine sense and knew where to target, and made normal ranged attacks against the skeletons. If someone had had some form of fog-piercing vision then they would basically be invisible.</p><p></p><p>Does anyone have any thoughts on how to make rules like this clearer?</p></blockquote><p></p>
[QUOTE="Chris_Nightwing, post: 6128757, member: 882"] For the first time in a long while I managed to run a little playtest online last night. Down into the Mines of Madness went a pre-generated party of an Elven Ranger, Dwarven Paladin and Elven Wizard. Overall it was good fun, but we had a bit of a headache with the sight and vision rules. See, the group went down the slide and landed in the chalk pit, and awoke the lizard skeletons. I gave them a round to fight those before the dwarven skeletons were attracted to the commotion. I also ruled that sources of fire in this place would have a strong chance of igniting the chalk stirred up in the air (sorry Burning Hands). At some point a thrown axe knocked the Wizard unconscious, so the Ranger decided to cast Fog Cloud to hopefully give them a chance to heal and make a plan. The text of Fog Cloud says it fills a certain area and provides heavy obscuration - great. What's heavy obscuration? Hm, well under stealth it says: Ok, so the party was out of sight - to me that suggests they can't be targetted directly. But text says 'as if hiding' and 'thus can try to hide' - what? It's like you're hiding, so you can hide? I ruled that the area that was heavily obscured basically made everyone in it invisible, so no direct targetting, any attack picks a square and has disadvantage, but equally you have advantage on attacks because you are invisible to your target so.. basically it's a normal attack if you know where your target is. This seemed to work, the Paladin then kicked up divine sense and knew where to target, and made normal ranged attacks against the skeletons. If someone had had some form of fog-piercing vision then they would basically be invisible. Does anyone have any thoughts on how to make rules like this clearer? [/QUOTE]
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