Vision & Light

Before a character can do anything in the dungeon or the wilderness, he has to be able to see what he is doing. If a character can't see a target, his chances of hitting it are very small. If he can't see, he can't read a scroll or a large "Keep Out" sign on the wall. In the AD&D game, characters can set distances and often by fantastic means that defy logic.

Limits of Vision

The first limitation on vision is how far away an object can be before it cannot been seen clearly. Size and weather have a great effect on this. Mountains can be seen from great distances, 60 to 100 miles or more, yet virtually no detail can be seen. On level ground, the horizon is about five to 12 miles away, but a character usually cannot see a specific object that far away. The limit of vision for seeing and identifying man-sized objects is much less than this.   Under optimum conditions, the maximum range at which a man-sized object can be seen is about 1.500 yards, if it is moving. If the object doesn't move, it usually cannot be seen at this distance. Even if it is moving, all that can be seen is a moving object. The character cannot tell what it is or what it is doing.   At 1000 yards, both moving and stationary man-sized objects can be spotted. General size and shape can be determined, but exact identifications are impossible. It is not likely that creature type can be identified at this range, unless the creature has a very unique shape.   At 500 yards, general identifications can be made. Size, shape, color, and creature type are all distinguishable. Individuals still cannot be identified, unless they are distinctively dressed or separated from the rest of the group. Livery and heraldic symbols or banners can be seen if large and bold. Most coats of arms cannot be distinguished at this distance. General actions can be ascertained with confidence.   At 100 yards, individuals can be identified (unless, of course, their features are concealed). Coats of arms are clear. Most actions are easily seen, although small events are unclear.   At 10 yards, all details but the smallest are clear. Emotions and actions are easily seen, including such small actions as pickpocketing (if it is detectable).   Of course, conditions are seldom perfect. There are a number of factors that can reduce visibility and alter the ranges at which things can be spotted and identified. Table 62 lists the effects of different types of conditions.
  All ranges are given in yards.   "Movement" indicates the maximum distance at which a moving figure can be "Spotted" is the maximum distance a moving or a stationary figure can be seen. "Type" gives the maximum distance at which the general details of a figure can be seen—species or race, weapons, etc. "ID" range enables exact (or reasonably exact) identification. "Detail" range means small actions can be seen clearly.   There are many factors other than weather that affect viewing. Size is an important factor. When looking at a small creature (size S), all categories are reduced to the next lower category (except the "detail" range, which remains unchanged). Thus, under clear conditions, the ranges for seeing a small creature are "movement" at 1000 yards, "spotted" at 500 yards, "type" at 100 yards. and "ID" and "detail" at 10 yards.   When sighting large creatures, the "movement," "spotting," and "type" ranges are doubled. Exceptionally large creatures can be seen from even greater distances. Large groups of moving creatures can be seen at great distance. Thus it is easy to see a herd of buffalo or an army on the march.   The ranges given in Table 62 do not take terrain into account. All ranges are based on flat, open ground. Hills, mountains, tall grass, and dense woods all drastically reduce the chances of seeing a creature. (The terrain does not alter sighting ranges, only the chances of seeing a creature.) Thus, even though on a clear day woods may hide a bear until he is 30 yards away it is still a clear day for visibility. The bear, once seen, can be quickly and easily identified as a bear. The DM has more informalion on specific terrain effects on sighting.   As a final caveat, the ranges in Table 62 assumes Earth-like conditions. Sighting conditions on one of the Lower Planes, or the horizon distance on another world, could be entirely different.
*Light from these is not cast in a radius, but a rather in a cone-shaped beam. At its far end. the cone of light from a beacon lantern is 90 wide. A bullseye lantern has a beam 20 feet wide at its far end.   **Magical weapons shed light.



Light

Most characters cannot see much without light. Some night conditions (those for the outdoors) are given in Table 62. But all of these assume some small amount of light. In totally lightless conditions, normal vision is impossible, unless a source of light is carried by the party.   Light sources vary in the area they affect. Table 63 gives the radius of light and burning time for the most common type of light sources.

Infravision

Some characters and monsters have the power of Infravision. For the sake of simplicity, Infravision means the character can see in the dark for a given distance, instead of the more difficult seeing of heat signatures. After spending time in or near a bright light source (daylight, lantern, torch, etc., ) the eyes take about 30 minutes to adjust to the darkness before Infravision begins to work.  

The range of infravision is 60 feet, unless noted to be otherwise.

Information on Infravision in combat can be found under Combat Conditions.

Using Mirrors

At times it is useful for characters to look at objects or creatures via reflections in a mirror. This is particularly true of those creatures so hideous (such as a medusa) that gazing directly upon them might tum the viewer to stone. When using a mirror, a light source must be present. Second, attempting to direct your actions by looking in a mirror is very disorienting (try it and see). Thus, all actions requiring an ability or proficiency check or an attack roll suffer a -2 penalty. The character also loses all Dexterity bonuses to Armor Class if fighting an opponent seen only in a mirror.

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