Vision && Visibility

by Darrell Sweet


Normal Vision
-
Infravision
-
Ultravision
Artificial Illumination
-
-
-
WSG

The power of sight is something that characters often take for
granted - until they lose it. In the wilderness, the ability to see a
great distance and know what you’re seeing can make the difference
between being able to move FAST or slowly; between surprising
and being surprised; and, sometimes, between life and
death.

A character or creature can have as many as three types of visual
senses -- normal vision, infravision, and ultravision. Each
one has advantages in some situations and disadvantages at
other times.

Normal Vision

by Ted Naismith

Normal vision is what humans and most other creatures and
character races use most of the time. It is the ability to see images,
colors, and other visual phenomena within the range of the
so-called “visible spectrum,” between the infrared and ultraviolet
ranges of the full spectrum of light waves. In clear air during
daylight, the effective range of normal vision is 500 yards. This
means that a character with an unobsrrucred view can see a size
M creature or object at this distance well enough to recognize its
basic form. A creature or object of size S is visible from 250 yards
away, and one of size L is visible from a distance of at least 1000
yards - or perhaps a much greater distance for exceptionally
large creatures or objects (such as a dragon or a tall building).

“Unobstructed” is an important word here, because practically
anything in the line of sight can be an obstruction. When the
viewer and the target are both on the ground and at the same elevation,
ideal viewing conditions are rare. If a six-foot-tall orc is
standing in the middle of a flat and totally featureless plain, its
form will be visible to a character 500 yards away. If the field is
covered with a three-foot height of grass and foliage, the orc’s image
is smaller because only half of its body is visible, and thus it
can only be viewed from 250 yards distant (as if it was a size S
creature).

An unobstructed view often occurs when the viewer and the
target are at drastically different elevations. A character standing
on the peak of a lone mountain rising high above the plain around
it can see for miles in any direction. However, his effective range
of normal vision is unchanged; he must still be within 500 yards of
a size M object or creature in order to be able to distinguish its basic
form and possibly identify it.

Of course, the converse is true as well: The character standing
on the peak is himself visible and recognizable to any other viewers
within 500 yards. Obviously, long-range visibility can be a
blessing and a curse at the same time, depending on one’s point
of view.

Table 41: OUTDOOR RANGE OF NORMAL VISION (in yards) (x2 for L objects, 1/2 for S objects)
- Daylight Twilight Moonlight Darkness
Clear 500 300 50 25
Overcast 400 250 50 25
Moderate fog 150 100 25 15
Heavy fog, rain, or snow 50 30 15 10
Heavy snow with wind 35 25 10 5
Blowing sand/dust 20 20 10 5

<N4.34: elves and half-elves have better vision; a bump of 1 or 2 on the above table is a good idea>


<Fighting in Poor Visibility, WSG>


 

Table 41: OUTDOOR RANGE OF NORMAL VISION (Fog only) (in yards) <make link to full table>
- Daylight Twilight Moonlight Darkness
Moderate fog 150 100 25 15
Heavy fog 50 30 15 10

Entries on this table are expressed in yards. The given range is
the distance at which a viewer can discern a size M object that
stands out from the terrain and other surroundings adjacent to it;
double this figure for a size L object and halve it for a size S object.

The ability to see something at the given range assumes that
the viewer is concentrating on long-range vision and that the target,
if one exists, is not concealed or attempting to keep itself
from being seen. If the orc from the above example were to lie
down in the middle of the flat, featureless plain, a character’s
chance of spotting it from a long distance would be greatly reduced.
And if it lies down in three-foot-high grass, of course, it is
effectively invisible until the viewer gets very close to its location.
In daylight or twilight, a character can employ long-range normal
vision and short-range normal vision at the same time; that is,
he can keep an eye out for obvious objects immediately in front of
him and for objects in the distance simultaneously (in effect), simply
by shifting his gaze every few seconds. In conditions of sufficient
illumination, it is possible to move at full normal speed and
remain cognizant of visible features at both short range and long
range as long as the character keeps shifting his gaze. Many objects
will become obvious at short range just because they are obvious

For instance, it is practically impossible for a character to
casually stroll over the edge of a cliff in daylight or twilight even if
his attention is fixed on an object on a distant mountain peak; his
field of vision will take in the edge of the cliff before he gets to it -
assuming that he isn’t staring up into the air and walking toward
the edge at the same time.

In moonlight or darkness, when illumination is scant or practically
nonexistent, it is much more difficult for a character to keep
moving and remain cognizant of short-range and long-range objects
at the same time by shifting his gaze: In the space of a few
seconds, a character could come upon the edge of a crevass or a
pit that he didn’t see the last time he looked at the area directly in
front of him. A lone character on the move in moonlight or darkness
is usually better off paying attention to what he’s walking on
instead of what he’s walking toward, unless he is sure that the terrain
immediately in front of him is not treacherous. If two or more
characters are traveling together, they can best protect themselves
by dividing “lookout duty”; one peers far ahead, while another
pays close attention to the ground a few paces in front of
them. Of course, the safest way to scan the distance in conditions
of poor illumination is to first come to a stop and then peer ahead
into the darkness - but even that will not make a character safe
from a hazard that is nearby and moving toward him, silent and
unseen.. . .

Infravision +

Ultravision +


 
 

Artificial Illumination
-

-
Some important statistical information about artificial light
sources is given on page 102 of the Players Handbook. The details
in this section supplement that information and provide more
facts relevant to the outdoor environment.
The use of an artificial light source in moonlight or darkness will
enable characters within the area of illumination to see with normal
vision as if the natural light was twilight (or perhaps daylight,
as in the caseof a continual light spell). However, the specified radius
of illumination of the light source takes precedence over the
figures on the Range of Normal Vision Table (above). For instance,
a character holding a torch on a clear night can only see
his surroundings out to a radius of 40 feet (the torch’s radius of il-

lumination), even though in actual twilight conditions under a
clear sky he would be able to see 300 yards without the aid of a
light source.

Torch:

The radius of illumination and the burning time of a
torch can both be affected by wind velocity. If the wind is blowing
at less than 10 mph, the figures given in the PH apply.

    * If the wind is between 11 and 25 mph, the flame of the
    torch will struggle and flicker, providing reliable illumination only
    out to 30 feet instead of 40, and the torch will burn out in 4 turns
    instead of 6.

    * If the wind is between 26 and 40 mph, radius of illumination
    is not further reduced but the flame will only last for 2
    turns at most, and there is a 25% chance (checked every five
    rounds) that the torch will be extinguished by the wind and must
    be reignited.

    * In a wind of more than 40 mph, it is impossible to
    keep a torch burning for more than 1 round.


-
 

It takes 1 round to light a torch, plus 1 round for every 10 mph of wind velocity;
this time is cut in half for a character with proficiency in fire building.
In moonlight || darkness, a lighted torch can be seen from as far
away as 200 yards.

<*** note: in D&D Basic, a torch does 1-4 points of damage when used as a melee weapon>

Q: Can a torch be used as a weapon?
How far can a torch be thrown?
There are some instances when it is
desirable to use a torch as a secondary
weapon; is this allowed?

A: Torches can be used as primary weapons;
treat them as clubs for all purposes?
even when throwing and inflicting
damage, assuming that the torch is lit and
the target is not immune to fire. A torch
may be used as a secondary weapon if the
DM thinks the situation warrants it. Apply
the "Attacks With Two Weapons" rule on
page 70 of the DMG. If players attempt to
abuse the privilege, the DM might have a
character set fire to himself or his equipment.
Have the torch either save vs. normal
blow as thin wood, or break. The fire
has a 10% chance of going out per blow.
(150.38)

Lantern: A lantern || a bullseye lanthorn is generally much more reliable as a light source in the wilderness.

The flame is protected, so it will not flicker or be extinguished by the wind,
and the radius of illumination generally remains constant.
    * In moonlight || darkness, the light from a regular lantern can be seen from 100 yards away.
    * The __beam__ of light from a bullseye lanthorn can be seen from 200 yards away if the viewer is looking directly back toward the source of the light,
        or from 100 yards away if the viewer’s gaze is directed across the path of the beam.


-
 

Magick weapons: This kind of light source illuminates a smaller
area than a torch or a lantern does, but it has the advantages of
not needing fuel and not being affected by the wind. In moonlight
or darkness, the glow of a magic weapon can be seen from a distance
of ten times its radius of illumination:
    100 feet for a magic dagger,
    150 feet for a magic short sword, or
    200 feet for a magic long sword.

Campfires:

  • A small campfire provides illumination in an 80-foot radius;
  • a medium campfire lights up an area 120 feet on all sides; and
  • a large campfire has a radius of illumination of at least 150 feet (perhaps more, if the fire is especially large).

  • For other info <(incl. the distance at which the campire can be seen> on fires, see the section on Camping && Campfires.

    The use of any artificial light source (including magical light) in
    moonlight or darkness limits long-range visibility to varying degrees
    for all characters within the illuminated area. A character
    holding a lantern, for instance, will not be able to make out any
    details in the darkness immediately beyond the 30-foot radius
    that the lantern illuminates. However, someone standing at the
    fringe of the illuminated area can still see normally into the darkness
    ahead of him. If a group of characters is attempting to travel
    at night with the aid of artificial light, the DM should
    take note of which characters are carrying light sources and
    where other characters are located with respect to the lightholder
    to determine what the group can and cannot see as they
    move along.