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Vision & Light
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<blockquote data-quote="scruffygrognard" data-source="post: 6529699" data-attributes="member: 8313"><p>The description of lighting given in the PHB left me scratching my head, as I felt that the conditions for dim light and darkness were far too prevalent to warrant the associated penalties. I'm using the slightly tweaked write up below for my games:</p><p></p><p><strong>VISION AND LIGHT</strong></p><p>The most fundamental tasks of adventuring — noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few — rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance.</p><p></p><p>A given area might be lightly or heavily obscured. In a <strong>lightly obscured area</strong>, such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. </p><p></p><p>A <strong>heavily obscured </strong>area — such as darkness, opaque fog, or dense foliage — blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition (see appendix A).</p><p></p><p>The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness.</p><p></p><p><strong>Bright light </strong>lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. The soft light of twilight and dawn also counts as bright light. A particularly brilliant full moon might bathe the land in bright light.</p><p></p><p><strong>Dim light</strong>, also called deep shadow, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. Characters face dim light outdoors on most moonlit nights or indoors when embers in a fireplace or moonlight through a window provide some light to see by.</p><p></p><p><strong>Darkness</strong>, also called complete darkness or pitch-black, creates a heavily obscured area. Characters face darkness outdoors on a moonless night, within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness.</p></blockquote><p></p>
[QUOTE="scruffygrognard, post: 6529699, member: 8313"] The description of lighting given in the PHB left me scratching my head, as I felt that the conditions for dim light and darkness were far too prevalent to warrant the associated penalties. I'm using the slightly tweaked write up below for my games: [B]VISION AND LIGHT[/B] The most fundamental tasks of adventuring — noticing danger, finding hidden objects, hitting an enemy in combat, and targeting a spell, to name just a few — rely heavily on a character’s ability to see. Darkness and other effects that obscure vision can prove a significant hindrance. A given area might be lightly or heavily obscured. In a [B]lightly obscured area[/B], such as dim light, patchy fog, or moderate foliage, creatures have disadvantage on Wisdom (Perception) checks that rely on sight. A [B]heavily obscured [/B]area — such as darkness, opaque fog, or dense foliage — blocks vision entirely. A creature in a heavily obscured area effectively suffers from the blinded condition (see appendix A). The presence or absence of light in an environment creates three categories of illumination: bright light, dim light, and darkness. [B]Bright light [/B]lets most creatures see normally. Even gloomy days provide bright light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. The soft light of twilight and dawn also counts as bright light. A particularly brilliant full moon might bathe the land in bright light. [B]Dim light[/B], also called deep shadow, creates a lightly obscured area. An area of dim light is usually a boundary between a source of bright light, such as a torch, and surrounding darkness. Characters face dim light outdoors on most moonlit nights or indoors when embers in a fireplace or moonlight through a window provide some light to see by. [B]Darkness[/B], also called complete darkness or pitch-black, creates a heavily obscured area. Characters face darkness outdoors on a moonless night, within the confines of an unlit dungeon or a subterranean vault, or in an area of magical darkness. [/QUOTE]
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