starlight

I'll give out the basics of the 3.0 spot rules, again because I feel they are superior.

The distance given in the wilderness section of the 3.5 DMG will give you encounter distance. The spot check is DC 20, its modified by illumination (already mentioned), size, number of people, camoflauge, etc.

You roll a spot check. If you make it, you see the other guy at the encounter distance. If you don't, you STILL see the guy, but at HALF the encounter distance. Its quick, clean, easy, and makes a bit of sense.

If the target is hiding, the spot DC is 25 + their overall bonus to hide checks. If you fail, you don't automatically see them at half the distance. At this point, its the normal opposed spot vs hide check.
 

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Same as Stalker0. I like the variable encounter distances, roll them... and explain them afterwards with the terrain. Gives me an idea about the combat area as well.

Above: Yeah, don't forget the 60ft darkvision range, under these circumstances low light vision is superior.
 

In buildings, structures, or ships... you would use plains or whatever the largest encounter distance is. More common is you make a spot check as soon as line of site is made (ie. you come over the top of the deck). More likely the deck would have something on it, rigging, masts, storage, stuff and they wouldnt even have line of site. But assuming a clear deck like an aircraft carrier, they would have -12 to spot because of distance. You would be able to make a hide check because of shadowy illumination. Without shadowy illumination or partial cover from obsticals on the deck they would automatically spot you. There is no bonus or penalty for type of vision, except some races with low light vision have +2 spot.
 

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