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General Tabletop Discussion
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Why does Invisibility work against undead?
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<blockquote data-quote="jgsugden" data-source="post: 7136658" data-attributes="member: 2629"><p>RAW are pretty clear and simple for vision in 5E. I didn't like that because I found that the different types of vision from prior editions added a lot to the game. Accordingly, for my campaign world, I introduced a lot more types of vision and vision approximating senses:</p><p></p><p>* Normal</p><p>* Low Light (ability to see clearly in dim light, extends radius of dim light)</p><p>* Darkvision (you produce a dim light that only you can see - limited range)</p><p>* Watersight (ability to see clearly in liquids - no range limit)</p><p>* Infravsion (see heat signatures - no range limit)</p><p>* Ultravision (see light in ultraviolet span - used to hide secret arcane writings, primarily - no range limit)</p><p>* Sonar (see with sound - beats illusions - limited range)</p><p>* Blindsight (like sonar, but doesn't require sound - beats illusions - limited range)</p><p>* Tremorsense (sense non-static things that touch surfaces you contact - beats illusions - limited range)</p><p>* Life Sense (ability to see souls - beats some illusions - souls radiate light like a lightsource, so it allows creatures with this sense to see you when you hide as easily as if you had a torch - no range limit)</p><p>* Devil Sight (see in any darkness as if it were bright light - some unlimited range, others limited)</p><p>* X-ray (see through most substances and concealment - beats illusions - limited range)</p><p>* Limited True Sight (Combines Low Light, Darkvision, Infravision, Ultravision and Blindsight)</p><p>* True Sight (all of the above - very rare)</p><p></p><p>I have a 5 page document that gives detailed rules on the above. If I ever get around to making it pretty, it will go up on the DM Guild. I also have a few races with unique types of vision, such as the illithid ability to see psionic energy as if it were a light source.</p><p></p><p>In my game, all undead have Normal Vision and Life Sense. Mere skeletons can see you coming before you turn the corner as your soul burns brightly for them - as if you were carrying a torch. Some undead have other advanced forms of sight as well, but adding this detail to undead gives them a creepy aspect that helps really differentiate a skeleton from a goblin. Hiding from undead is hard with life sense in play (but not impossible). </p><p></p><p>The other vision forms also differentiate other monsters. Orcs and other wilderness hunter races tend to have infravision rather than darkvision in my games. This allows them to spot prey at night from great distances. Underdark races tend to have darkvision, which is more useful for seeing within the confines of the caverns they inhabit. </p><p></p><p>You have to stop yourself and really consider the types of sight monsters and PCs have before encounters when you have this many vision types, but once you get used to it, it adds a lot of depth. However, until you get used to it, it can be a burden.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7136658, member: 2629"] RAW are pretty clear and simple for vision in 5E. I didn't like that because I found that the different types of vision from prior editions added a lot to the game. Accordingly, for my campaign world, I introduced a lot more types of vision and vision approximating senses: * Normal * Low Light (ability to see clearly in dim light, extends radius of dim light) * Darkvision (you produce a dim light that only you can see - limited range) * Watersight (ability to see clearly in liquids - no range limit) * Infravsion (see heat signatures - no range limit) * Ultravision (see light in ultraviolet span - used to hide secret arcane writings, primarily - no range limit) * Sonar (see with sound - beats illusions - limited range) * Blindsight (like sonar, but doesn't require sound - beats illusions - limited range) * Tremorsense (sense non-static things that touch surfaces you contact - beats illusions - limited range) * Life Sense (ability to see souls - beats some illusions - souls radiate light like a lightsource, so it allows creatures with this sense to see you when you hide as easily as if you had a torch - no range limit) * Devil Sight (see in any darkness as if it were bright light - some unlimited range, others limited) * X-ray (see through most substances and concealment - beats illusions - limited range) * Limited True Sight (Combines Low Light, Darkvision, Infravision, Ultravision and Blindsight) * True Sight (all of the above - very rare) I have a 5 page document that gives detailed rules on the above. If I ever get around to making it pretty, it will go up on the DM Guild. I also have a few races with unique types of vision, such as the illithid ability to see psionic energy as if it were a light source. In my game, all undead have Normal Vision and Life Sense. Mere skeletons can see you coming before you turn the corner as your soul burns brightly for them - as if you were carrying a torch. Some undead have other advanced forms of sight as well, but adding this detail to undead gives them a creepy aspect that helps really differentiate a skeleton from a goblin. Hiding from undead is hard with life sense in play (but not impossible). The other vision forms also differentiate other monsters. Orcs and other wilderness hunter races tend to have infravision rather than darkvision in my games. This allows them to spot prey at night from great distances. Underdark races tend to have darkvision, which is more useful for seeing within the confines of the caverns they inhabit. You have to stop yourself and really consider the types of sight monsters and PCs have before encounters when you have this many vision types, but once you get used to it, it adds a lot of depth. However, until you get used to it, it can be a burden. [/QUOTE]
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