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Thread: [3.5] Spot Distance Penalties
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2010-07-05, 04:02 PM (ISO 8601)
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[3.5] Spot Distance Penalties
I might be dealing with extreme ranges in a campaign soon, and I'm kind of off-put by the fact that nobody in D&D can see beyond about 600 feet without serious spot optimization.
Does anybody have any ideas for a revised range penalty system for Spot checks?Editor and playtester for Legend.
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2010-07-05, 04:05 PM (ISO 8601)
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2010-07-05, 04:08 PM (ISO 8601)
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Re: [3.5] Spot Distance Penalties
Originally Posted by SRDLast edited by Claudius Maximus; 2010-07-05 at 04:09 PM.
Editor and playtester for Legend.
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2010-07-05, 04:21 PM (ISO 8601)
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Re: [3.5] Spot Distance Penalties
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2010-07-05, 04:22 PM (ISO 8601)
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Re: [3.5] Spot Distance Penalties
{table=head]{colsp=2}Lighting Modifiers
Daylight|One-third normal penalty
Bright Light|One-half normal penalty
Darkness|Twice normal penalty[/table]
Halve the penalty again in open terrain, half again in flat (outdoor) terrain.
Taking 10 in broad daylight on a plain, your line of sight is around a quarter mile for a Medium object "in plain sight".
In a completely dark cave, you can see around 50 feet.Last edited by Siosilvar; 2010-07-05 at 04:23 PM.
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2010-07-05, 04:59 PM (ISO 8601)
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Re: [3.5] Spot Distance Penalties
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2010-07-05, 06:55 PM (ISO 8601)
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Re: [3.5] Spot Distance Penalties
Exactly. You don’t have to make a check to notice things that are right in front of you and immediately obvious. It is going to take some serious Spot optimization to notice people hiding from you or other tiny details at 600 ft. What kind of detail can you see at 600 ft?
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2010-07-05, 07:35 PM (ISO 8601)
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Re: [3.5] Spot Distance Penalties
Looks fairly good, though I think we should base it off of a 'Take 0', as it were, as it typically takes special features to auto-get Taking 10, like Quick Reconnoiter and so on. Take 10 on both Hide and Spot and apply bonii as necessary. Same for Listen and Move Silently, as them Boots of Elvenkind don't just stop working b/c you're not actively trying to be quiet.
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2010-07-05, 08:27 PM (ISO 8601)
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Re: [3.5] Spot Distance Penalties
In cases where the rules fail, just base it off real-world common sense.
Something almost anyone would notice: DC 5.
Something the average person may or may not notice, but a trained professional (who I am giving Spot +5) almost certainly would: DC 10.
Something an average person would probably miss; the professional might miss it too: DC 15
Average person almost certainly misses it. The professional is likely to miss it too; this is why you have hightly specialized professionals (Spot +10) on the payroll: DC 20
...and so on...
So yeah, the sun is DC 1 or so.Last edited by mucat; 2010-07-05 at 08:28 PM.
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2010-07-07, 01:37 PM (ISO 8601)
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Re: [3.5] Spot Distance Penalties
You have to have cover and concealment to hide, not just be standing there, and unless you are in the plains, mountains, or desert or something, you probably just cannot see 600ft. in the first place.
The sun has no cover (except an night, during eclipses, and when its cloudy), has a -eleventy billion size penalty, and it is a light source, there is no DC to find the sun. Period.Last edited by Harperfan7; 2010-07-07 at 01:39 PM.
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2010-07-07, 01:57 PM (ISO 8601)
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2010-07-07, 05:24 PM (ISO 8601)
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Re: [3.5] Spot Distance Penalties
The target still isn't hiding if it's in plain sight. The base DC is 0 plus range modifiers, because it's a DC 0 check to see something in plain sight. Regardless of the creature's hide modifier.
By RAW range penalties are already halved in mountainous areas due to how clear it is. I'd use the same in any other wide open area. Otherwise random objects in terrain with any features at all would cause the normal penalties.Last edited by ericgrau; 2010-07-07 at 05:26 PM.
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2010-07-07, 10:51 PM (ISO 8601)
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