Visions


Alpha Release 1 General Discussion


What is the point of having different PCs having different set of vision (darkvision, low light vision, normal vision) except make life difficult for the DM.

Don't you find a bit sad when you spend some time describing something to a player and then turn to another player and politely ask him to forget all what you've mentioned because his character cannot see it.

What exactly do different set of vision bring to the game?


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I completely agree - BTW, when my group and I switched from 2nd to 3rd edition we never used the low vision and darkvision concepts.
My suggestion to the PFRPG design team? Please go back to the old good infravision (much more simple to handle for a player and to judge for a GM) or simply remove the different visions altogether! they really don't add to the game.


Aidan wrote:
My suggestion to the PFRPG design team? Please go back to the old good infravision (much more simple to handle for a player and to judge for a GM) or simply remove the different visions altogether! they really don't add to the game.

....yes....bring back infravision instead. So much simpler


Get your paws off my darkvision and low-light vision.

Worked for years. Still works. Could be just me and my players, but we never had long periods of mad shouting about the different vistas and how I refused to do two descriptions - one in monochrome, and one in dim colours.

Could be because of those big swords in the room with a little tag with "metagamer bane" on it in the gaming room. PF should come with one of these and a lot of things would not have to be addressed at all!

Plus, 4e's doing it, so I'm against it. Don't want to play 4d. Want to play D&D, in spirit, not in name. That means dwarves that live underground, drow who can operate in complete darkness, and all that stuff.


yeah leave darkvison and low-light alone they work fine for us never had an issue not once.


seekerofshadowlight wrote:
yeah leave darkvison and low-light alone they work fine for us never had an issue not once.

"If it ain't broke, fix it till it is"


KaeYoss wrote:


"If it ain't broke, fix it till it is"

3.5 design philosophy there huh


seekerofshadowlight wrote:
KaeYoss wrote:


"If it ain't broke, fix it till it is"

3.5 design philosophy there huh

I'd have said 4e.


I have to agree that my players and I have never really had a problem with low-light and dark-vision vs. normal vision. I like the system the way it is and feel that the type of vision should play a role in racial selection... for example, do you really want your rogue/scout to have to carry a torch in a dark dungeon, thereby letting every creature know you are coming?

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The only real problem with vision and light in 3.5 was it there were never any base measurements given. How far can a human see in starlight or moonlight? Once you tackle that everything else is cake.

Now the Perception Modifiers for sight have in a round about way solved that. Candlelight and starlight are probably about the same for a human so in general a human can see about a foot in front of them. To spot a non-hiding creature 10 feet away requires a Perception roll of 10, etc. Moonlight's even easier a result of 10 will spot a creature at 50 feet.

So the average human farmer with +0 wisdom bonus and untrained (taking 10) in Perception can see:

10 feet in Starlight/Candlelight
50 feet in Moonlight
100 feet in Torchlight
1000 feet in Daylight

Scarab Sages

Taking away Darkvision from my dwarves is the #1 issue I have with 4ed D&D. Leave my dwarves alone!

But seriously, the system works fine.

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