Difference between revisions of "Illumination"

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==== Lanterns ====
 
==== Lanterns ====
  
== Penalties ==
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== Missile Attacks in Darkness ==
 
{| class="wikitable" style="float:right; margin-left: 15px; text-align: center; background-color:#d4f2f2;"
 
{| class="wikitable" style="float:right; margin-left: 15px; text-align: center; background-color:#d4f2f2;"
 
|-
 
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! # Hexes Outside<br>Illumination !! Penalty  
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! # Hexes !! Penalty  
 
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|-
| 1 || -1  
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| 1-2 || -1  
 
|-
 
|-
| 2 || -3  
+
| 3-5 || -3  
 
|-
 
|-
| 3 || -6
+
| 6-9 || -6
 
|-
 
|-
| 4 or more || -12
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| 10 or more || -12
 
|}
 
|}
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It stands to reason that it will be harder to hit objects with [[Weapons List#Missile Ranges|hurled or fired missiles]] outside an illuminated area, particularly since illumination makes the dark seem darker.  The table shown indicates '''penalties''' accrued when firing at targets '''beyond''' the area of illumination, whether or not the shooter is located within that illuminated area (the simplification is used for playability).  This penalty is cumulative with normal penalties due to the range of the target.
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Additionally, if a combatant or object casts a shadow on the target, then the distance "outside illumination" should be measured from the shading object, ''not'' the perimeter of illumination.

Revision as of 17:36, 1 August 2020

Illumination describes the amount of visible light that exists in both subterranean and wilderness environments. It is related not only to light sources available to creatures, but also to natural conditions related to weather and astronomical bodies. The effects of illumination, though mundane to most players, require exhaustive explanation, because light is fluid and difficult to quantify with regards to player imagination.

Light Sources

Illumination Radius
in hexes
Radius in
Moonlight
torch, lamp oil 6 12
torch, whale oil 5 10
torch, resting 2 2

Light is produced through combustion, in the form of torches, lanterns and lamps, and through spellcasting.

Torches

These are the cheapest and most available form of illumination. A torch can be made using a strip of cotton, linen or woolen cloth that is at least 2 inches wide and 36 inches long, which is wrapped repeatedly and then tied around one end of a stake about 18 inch in length. For game purposes, a torch weighs 2 lb., 6 oz. The end is soaked in 1 ounce of whale oil or lamp oil, and sealed with 1 oz. of candlewax. This operation requires 8 action points (AP) to complete. A torch will last for 100 combat rounds. Afterwards, the stake can be reused, though it will lose 1 inch of its length with each use. A 15-inch torch will be hot on the face, whereas a 12-inch torch will feel too unpleasantly hot to hold for more than 25 rounds at a time. A torch less than 10 inches long will be impractical.

A torch dipped in lamp oil will illuminate a radius that is slightly better than one dipped in whale oil. Torches may be put down, though they will sputter on a wet surface after ten rounds and go out; or they may set a dry surface ablaze over the same time (save vs. normal fire). If applied to paper or an airy fibrous substance, the save should be made immediately. A torch that has been laid down will illuminate a smaller radius.

Full moonlight enhances a torch's radius of illumination.

Lanterns

Missile Attacks in Darkness

# Hexes Penalty
1-2 -1
3-5 -3
6-9 -6
10 or more -12

It stands to reason that it will be harder to hit objects with hurled or fired missiles outside an illuminated area, particularly since illumination makes the dark seem darker. The table shown indicates penalties accrued when firing at targets beyond the area of illumination, whether or not the shooter is located within that illuminated area (the simplification is used for playability). This penalty is cumulative with normal penalties due to the range of the target.

Additionally, if a combatant or object casts a shadow on the target, then the distance "outside illumination" should be measured from the shading object, not the perimeter of illumination.