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General Tabletop Discussion
*Pathfinder & Starfinder
Vision and Light Question
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<blockquote data-quote="Syrsuro" data-source="post: 4445713" data-attributes="member: 58162"><p>Which brings us back to my approach.</p><p> </p><p>Given: We want to see the players abilities be useful and make a difference.</p><p> </p><p>Given: As written, low light vision is of minimal value, especially underground.</p><p> </p><p>Given: As written, stealth is extremely difficult as the characters will almost always be in bright light (and thus find hiding more difficult) or in total darkness (and thus be unable to see). If there were areas of dim lighting (which are obscured terrain and thus can provide concealment) it would make stealthy characters better able to use their abilities.</p><p> </p><p>Given: The rules for light in the game have been simplified to a point where they violate common experience with regards to lighting in dark areas (torches do not create a zone of bright light with an immediate drop off to total darkness outside of some radius).</p><p> </p><p>Conclusion: It is logical to extend the zone of light surrounding a bright light out to create a region of dim lighting which extends some distance beyond the circle of bright light.</p><p> </p><p>Result: There are areas of dim lighting which give those characters with low light vision a reason to have llv and an opportunity to use llv. </p><p>Result: There are areas of dim lighting which can be exploited by characters who wish to use stealth to approach their opponents.</p><p>Difficulty: This adds to the DMs workload in that the DM must determine who can see what.</p><p> </p><p>I think the minor difficulty is worth the benefits gained. I also think that they went to far in oversimplifying lighting and in so doing made low light vision of marginal value.</p><p> </p><p>Aside: Any area inhabited by humanoids with low light vision ought to be under constant dim lighting anyway. They don't need the benefit from bright light and would want to exploit their advantage.</p><p> </p><p>Carl</p></blockquote><p></p>
[QUOTE="Syrsuro, post: 4445713, member: 58162"] Which brings us back to my approach. Given: We want to see the players abilities be useful and make a difference. Given: As written, low light vision is of minimal value, especially underground. Given: As written, stealth is extremely difficult as the characters will almost always be in bright light (and thus find hiding more difficult) or in total darkness (and thus be unable to see). If there were areas of dim lighting (which are obscured terrain and thus can provide concealment) it would make stealthy characters better able to use their abilities. Given: The rules for light in the game have been simplified to a point where they violate common experience with regards to lighting in dark areas (torches do not create a zone of bright light with an immediate drop off to total darkness outside of some radius). Conclusion: It is logical to extend the zone of light surrounding a bright light out to create a region of dim lighting which extends some distance beyond the circle of bright light. Result: There are areas of dim lighting which give those characters with low light vision a reason to have llv and an opportunity to use llv. Result: There are areas of dim lighting which can be exploited by characters who wish to use stealth to approach their opponents. Difficulty: This adds to the DMs workload in that the DM must determine who can see what. I think the minor difficulty is worth the benefits gained. I also think that they went to far in oversimplifying lighting and in so doing made low light vision of marginal value. Aside: Any area inhabited by humanoids with low light vision ought to be under constant dim lighting anyway. They don't need the benefit from bright light and would want to exploit their advantage. Carl [/QUOTE]
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