Today's #RPGaDAY2020 prompt is
Vision
I hate vision mechanics.
What's the difference between infravision and darkvision? Or low-light vision? How does dim light affect combat? What about fog, or magical darkness? What if my character is blinded? How far does my torch cast light? Is there an aura of dim light around that? What if I move during an enemies turn and change the lighting condition they're in? How far can I actually see? Which creatures have which kind of vision?
Et cetera, et fucking cetera...
There are -too many interactions- for there to be rules for these things. This is the clearest case I can think of where "rulings over rules" makes literally everything easier for both the GM and the players. Nobody wants to look this stuff up in play and nobody is going to remember all the different multi-dimensional Venn diagrams of overlap and superceding rules.
If it's dark, you can't see unless you have a light source or your species can see without light. Everything else is subject to ruling by the GM. DONE. (If you want infravision because it works in a weird way and exlains why old monsters have red eyes GO NUTS you don't need rules for that)
OH and like, the party where everyone's a dwarf or elf and can see in the dark but there's -one- human so they all have to use a torch? It means that in 90% of circumstances the see-in-the-dark ability just doesn't matter and the other 10% of the time it's just sending someone ahead to scout outside of the torchlight. It's a pet peeve and annoying (just like the party where everyone can move 30ft but the halfling only moves 25ft so -everyone- has to slow down, and this especially fucks the player who took an option that doubles their move speed), but I guess it can lead to some interesting inter-party conflict or tactical decisions. However I think it would be better to find differentiation between species like Arnold K suggests for the GLOG, with active abilities rather than passive ones. Or giving them an interesting trade-off.
Like:
Laservision: You can cause your eyeballs to shoot lasers that bounce off things and return to you carrying distance and temperature information, functioning over the length of a huge underground cavern. However, this causes your eyes to glow red, which can be noticed from a good distance away, and also there is a 1-in-8 chance your eyes overheat, causing you to go blind for 1d8 hours.
or
Squeeze Focus: By working your orbital muscles you can shift the liquid in your eyeballs to give you the ability to see miles further than usual, with perfect acuity. However, this gives you incredibly blurred vision for anything near you. This effect lasts for 2d4 rounds.
I think these would be immensely more fun to play with than just plain "60 foot darkvision".
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