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Value of low-light vision?
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<blockquote data-quote="Anax" data-source="post: 4318699" data-attributes="member: 19868"><p>The change to how low-light vision works was explicitly mentioned somewhere as one of the things they did to simplify matters--also the reason no core races have darkvision. The idea is that you shouldn't have to describe the room in three different ways for three different characters. (The one who sees only 20', the one who sees 40', and the one who sees 60' but it's all black and white.)</p><p></p><p>According to the RAW, a character with normal vision can see in an area of low illumination, but not as well as he'd like. Any enemy in low lighting conditions has concealment, etc. A character with low light vision sees perfectly well in this area and to him the enemies do not have concealment.</p><p></p><p>One way to look at the "well lit area" not providing added distance is to say that the eyes of a character with low-light vision are more adaptable to low lighting conditions. However, that doesn't mean that their eyes aren't still affected by bright light. If an area is well lit, their pupils contract and they're getting no more benefit from the light than a person with normal vision. That is: Their eyes adapt to the brightness of the lantern and they see just as far as someone without this benefit.</p><p></p><p>Is this unrealistic? Yeah, sure. Does it deal with the "you shouldn't have to describe what the players can see in more than one way" problem? Pretty much. Does it work pretty well just as long as you don't demand that it make perfect physical sense? Absolutely: You can have varying lighting conditions and some characters gain an advantage in some of those conditions, and at the same time you don't have to send half of your players outside the room every five minutes. Sounds like a win-win scenario to me.</p></blockquote><p></p>
[QUOTE="Anax, post: 4318699, member: 19868"] The change to how low-light vision works was explicitly mentioned somewhere as one of the things they did to simplify matters--also the reason no core races have darkvision. The idea is that you shouldn't have to describe the room in three different ways for three different characters. (The one who sees only 20', the one who sees 40', and the one who sees 60' but it's all black and white.) According to the RAW, a character with normal vision can see in an area of low illumination, but not as well as he'd like. Any enemy in low lighting conditions has concealment, etc. A character with low light vision sees perfectly well in this area and to him the enemies do not have concealment. One way to look at the "well lit area" not providing added distance is to say that the eyes of a character with low-light vision are more adaptable to low lighting conditions. However, that doesn't mean that their eyes aren't still affected by bright light. If an area is well lit, their pupils contract and they're getting no more benefit from the light than a person with normal vision. That is: Their eyes adapt to the brightness of the lantern and they see just as far as someone without this benefit. Is this unrealistic? Yeah, sure. Does it deal with the "you shouldn't have to describe what the players can see in more than one way" problem? Pretty much. Does it work pretty well just as long as you don't demand that it make perfect physical sense? Absolutely: You can have varying lighting conditions and some characters gain an advantage in some of those conditions, and at the same time you don't have to send half of your players outside the room every five minutes. Sounds like a win-win scenario to me. [/QUOTE]
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Value of low-light vision?
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