Random832
2009-07-09, 12:53 PM
EDIT: So... uh... thoughts?
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This is focused on d20/D&D, but can serve as an idea for other systems as well. "RAW" refers to 3.5SRD.
Required reading: Darkvision (http://www.dandwiki.com/wiki/SRD:Darkvision).
Recommended reading: Infravision and Why It Should Be Destroyed (http://www.seankreynolds.com/rpgfiles/rants/infravision.html).
Darkvision, as it is provided in RAW, cannot be an extraordinary ability (because it works in absolute darkness), yet it is.
Possible solutions:
Infravision
There are a number of problems with this. It does not plausibly have a distance limit, and some things should not be visible by it. The article I linked above explains in more detail, but the fundamental reason is: warm-blooded creatures (and fire, etc - anything hot) emit infrared light, and nothing else does (in any significant quantity above the background). Infrared sight cannot be a plausible explanation for the darkvision mechanic as written, and actually using it requires more bookkeeping. This is why it was removed. The distance limit, in particular, was based on the assumption that it would have similar resolution to 1970s-era infrared cameras, rather than being closer to the eye's resolution in detecting other light. There exists (http://forgottenrealms.wikia.com/wiki/Infravision) fluff implying infravision must be activated (which also makes no sense), but this isn't present in the 2nd edition rules texts available to me.
For the range limit, the basic problem with using infravision, even as fluff, is that a Red Dragon several hundred feet away is going to be emitting enough infrared light that it's totally implausible for you not to see it. Even ignoring the range limit, there is also the fact that the dungeon walls won't be emitting any infrared light.
Low-light vision
The problem with making "can see based on the little amount of light that is available" is simpler: low-light vision (http://www.dandwiki.com/wiki/SRD:Low-Light_Vision) already exists.
I'll note here It also doesn't make sense to have a hard distance restriction (though a change to what range you can spot things of a particular size at may or may not make sense). "See perfectly to 60 feet, then nothing" makes no sense as an extraordinary ability.
Generally, whether you can see an object should depend on the amount of light with which it is illuminated - a range limit on any vision ability - other than perhaps for being able to make out detail - only makes sense if you are carrying the light source. Which brings me to the final part of this:
Ultravision
This is proposed in a brief throwaway reference in the 2nd edition DMG. However, I realized that this is an almost perfect way to implement the darkvision mechanics as written. That is, with one change to the UV idea: characters with this form of ultravision emit UV light from their eyes. The advantage to this over doing the same with infrared is that creatures don't normally emit ultraviolet light as they do with infrared. The range restriction makes sense because the intensity of a non-laser light source diminishes the further away from it you are - at 60 feet out, objects are no longer sufficiently illuminated, the same as if you were using a small flashlight or a torch.
It lends itself to all sorts of optional mechanics, too, while still allowing the darkvision mechanic to be used unmodified with this as mere fluff if you so choose. Optionally, you could have this to require activation (they turn on and off their inner flashlight) rather than being always on... or not. For just a little more bookkeeping, you could extend the range restriction when more than one character with the ability is present (and looking in the same direction, if you really want to deal with facing). Glass blocks ultraviolet light - you could either include this as a limitation or say that it is not true of the glass used in your campaign world (maybe quartz crystals, like in Halogen bulbs, that don't filter UV, are used).
You'll note that I kept saying 'as an extraordinary ability'. The path not followed here is to simply redefine darkvision as being a supernatural ability. You should be able to figure out how to do that yourself - it is only a change of two letters in the right place, after all.
----
This is focused on d20/D&D, but can serve as an idea for other systems as well. "RAW" refers to 3.5SRD.
Required reading: Darkvision (http://www.dandwiki.com/wiki/SRD:Darkvision).
Recommended reading: Infravision and Why It Should Be Destroyed (http://www.seankreynolds.com/rpgfiles/rants/infravision.html).
Darkvision, as it is provided in RAW, cannot be an extraordinary ability (because it works in absolute darkness), yet it is.
Possible solutions:
Infravision
There are a number of problems with this. It does not plausibly have a distance limit, and some things should not be visible by it. The article I linked above explains in more detail, but the fundamental reason is: warm-blooded creatures (and fire, etc - anything hot) emit infrared light, and nothing else does (in any significant quantity above the background). Infrared sight cannot be a plausible explanation for the darkvision mechanic as written, and actually using it requires more bookkeeping. This is why it was removed. The distance limit, in particular, was based on the assumption that it would have similar resolution to 1970s-era infrared cameras, rather than being closer to the eye's resolution in detecting other light. There exists (http://forgottenrealms.wikia.com/wiki/Infravision) fluff implying infravision must be activated (which also makes no sense), but this isn't present in the 2nd edition rules texts available to me.
For the range limit, the basic problem with using infravision, even as fluff, is that a Red Dragon several hundred feet away is going to be emitting enough infrared light that it's totally implausible for you not to see it. Even ignoring the range limit, there is also the fact that the dungeon walls won't be emitting any infrared light.
Low-light vision
The problem with making "can see based on the little amount of light that is available" is simpler: low-light vision (http://www.dandwiki.com/wiki/SRD:Low-Light_Vision) already exists.
I'll note here It also doesn't make sense to have a hard distance restriction (though a change to what range you can spot things of a particular size at may or may not make sense). "See perfectly to 60 feet, then nothing" makes no sense as an extraordinary ability.
Generally, whether you can see an object should depend on the amount of light with which it is illuminated - a range limit on any vision ability - other than perhaps for being able to make out detail - only makes sense if you are carrying the light source. Which brings me to the final part of this:
Ultravision
This is proposed in a brief throwaway reference in the 2nd edition DMG. However, I realized that this is an almost perfect way to implement the darkvision mechanics as written. That is, with one change to the UV idea: characters with this form of ultravision emit UV light from their eyes. The advantage to this over doing the same with infrared is that creatures don't normally emit ultraviolet light as they do with infrared. The range restriction makes sense because the intensity of a non-laser light source diminishes the further away from it you are - at 60 feet out, objects are no longer sufficiently illuminated, the same as if you were using a small flashlight or a torch.
It lends itself to all sorts of optional mechanics, too, while still allowing the darkvision mechanic to be used unmodified with this as mere fluff if you so choose. Optionally, you could have this to require activation (they turn on and off their inner flashlight) rather than being always on... or not. For just a little more bookkeeping, you could extend the range restriction when more than one character with the ability is present (and looking in the same direction, if you really want to deal with facing). Glass blocks ultraviolet light - you could either include this as a limitation or say that it is not true of the glass used in your campaign world (maybe quartz crystals, like in Halogen bulbs, that don't filter UV, are used).
You'll note that I kept saying 'as an extraordinary ability'. The path not followed here is to simply redefine darkvision as being a supernatural ability. You should be able to figure out how to do that yourself - it is only a change of two letters in the right place, after all.