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View distances and perception
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<blockquote data-quote="Antz7766" data-source="post: 6465018" data-attributes="member: 6784904"><p>Not everything is measured in feet though in the game. If the player is traveling between cities, the distance covered is measured in miles, not feet. If you want to know the distance so you can judge how far they can see on a particular battle map, chances are they can see the entire map unless A) Something is blocking line of sight like trees, huge boulders, high hills, B) There are things that obscure vision like fogs or light conditions, or C) Your battle map is just that huge for non-water battle. Assuming 5 feet squares, in the case of a forest map, a few hundred feet (say 200) will require your map to be at least 40x40. A plains map that you can basically see out to the horizon means you'll need a battle map that's over 1000x1000 (1 mile = 5280 feet = 1056 squares) for them to not be able to see everything.</p><p></p><p>The way I handle vision is usually just allow them to see everything unless foliage/light restricts otherwise.</p><p></p><p>As for smell, I'd just use a 30 feet radius in open area, and adjust the radius to be larger if the players are in an enclosed area where the smell tends to linger and permeate.</p><p></p><p>Hearing also depends largely on surrounding and the volume of the speaker. I just use the same rule above.</p><p></p><p>Not sure what you mean by distance to meeting, but if you mean the distance to start combat and roll initiative, then I'd say if the player and enemy sees each other, roll initiative. If they're far apart that just means there'll be a couple round of combat where people are just trying to move closer to one another. Otherwise, let one side try and sneak up to the other to try and surprise them, and with the first intentional harmful action declared against the surprised player/enemy, roll for initiative, awarding surprise round to the party that initiated combat.</p><p></p><p>Unfortunately, the rules tend to be non-specific when it comes to things like this. It really is up to you if you want the players to hear them or not. Remember you're just there to drive the story, and not actively trying to kill the party, so if you want them to see/hear/smell it to move the story forward? let them just do so naturally. If you want the see/hear/smell to be more challenging, set a DC, and ask them roll perception checks if they aren't already asking for it. If they roll high enough, they get to observe their surrounding with more focus and see/hear/smell those things.</p></blockquote><p></p>
[QUOTE="Antz7766, post: 6465018, member: 6784904"] Not everything is measured in feet though in the game. If the player is traveling between cities, the distance covered is measured in miles, not feet. If you want to know the distance so you can judge how far they can see on a particular battle map, chances are they can see the entire map unless A) Something is blocking line of sight like trees, huge boulders, high hills, B) There are things that obscure vision like fogs or light conditions, or C) Your battle map is just that huge for non-water battle. Assuming 5 feet squares, in the case of a forest map, a few hundred feet (say 200) will require your map to be at least 40x40. A plains map that you can basically see out to the horizon means you'll need a battle map that's over 1000x1000 (1 mile = 5280 feet = 1056 squares) for them to not be able to see everything. The way I handle vision is usually just allow them to see everything unless foliage/light restricts otherwise. As for smell, I'd just use a 30 feet radius in open area, and adjust the radius to be larger if the players are in an enclosed area where the smell tends to linger and permeate. Hearing also depends largely on surrounding and the volume of the speaker. I just use the same rule above. Not sure what you mean by distance to meeting, but if you mean the distance to start combat and roll initiative, then I'd say if the player and enemy sees each other, roll initiative. If they're far apart that just means there'll be a couple round of combat where people are just trying to move closer to one another. Otherwise, let one side try and sneak up to the other to try and surprise them, and with the first intentional harmful action declared against the surprised player/enemy, roll for initiative, awarding surprise round to the party that initiated combat. Unfortunately, the rules tend to be non-specific when it comes to things like this. It really is up to you if you want the players to hear them or not. Remember you're just there to drive the story, and not actively trying to kill the party, so if you want them to see/hear/smell it to move the story forward? let them just do so naturally. If you want the see/hear/smell to be more challenging, set a DC, and ask them roll perception checks if they aren't already asking for it. If they roll high enough, they get to observe their surrounding with more focus and see/hear/smell those things. [/QUOTE]
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