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Vision and Light Question
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<blockquote data-quote="mattdm" data-source="post: 4443048" data-attributes="member: 15382"><p>The idea that light sources project a perfect square of even light which stops exactly at its border is an abstraction to reduce the need to fumble about with sines and cosines in combat. Take it as: for the purposes of resolving combat, your torch is making this area bright enough to fight in without penalties. For all other purposes, a light source acts as it really would.</p><p></p><p>So, the answer to how to treat the light falloff issue depends on what exactly the question is — is it about being able to see some detail, or is it about combat modifiers?</p><p></p><p>If the absolute line still bothers you, I suggest making the last square (or the square just outside) of the area of a bright light source be dim light. Way easier to keep track of than the (more accurate to be sure) double-radius dim light 3E approach.</p><p></p><p></p><p>The abstraction is particularly good for <em>moving</em> light sources. For static sources — terrain features, basically — I suggest making bright, dim, and dark be where it makes sense. We did this in my game last session and no one seemed bothered by the fact that I was using slightly different rules for the light from the bonfire than for light from the torches people were holding.</p></blockquote><p></p>
[QUOTE="mattdm, post: 4443048, member: 15382"] The idea that light sources project a perfect square of even light which stops exactly at its border is an abstraction to reduce the need to fumble about with sines and cosines in combat. Take it as: for the purposes of resolving combat, your torch is making this area bright enough to fight in without penalties. For all other purposes, a light source acts as it really would. So, the answer to how to treat the light falloff issue depends on what exactly the question is — is it about being able to see some detail, or is it about combat modifiers? If the absolute line still bothers you, I suggest making the last square (or the square just outside) of the area of a bright light source be dim light. Way easier to keep track of than the (more accurate to be sure) double-radius dim light 3E approach. The abstraction is particularly good for [I]moving[/I] light sources. For static sources — terrain features, basically — I suggest making bright, dim, and dark be where it makes sense. We did this in my game last session and no one seemed bothered by the fact that I was using slightly different rules for the light from the bonfire than for light from the torches people were holding. [/QUOTE]
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