Reference for Light and Darkness in PFS


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Jiggy wrote:

Possibly. Or possibly not, depending on the answer to the question I linked (the thread of which you commented in just a minute ago).

My interpretation is that a heightened continual flame of sufficient level would successfully raise the light level to "normal" within 20ft, even within the radius of darkness (deeper or otherwise). However, it's not 100% clear in the text. I recommend FAQing the thread over in Rules Questions if you haven't already; I imagine the ruling would end up being as you want and as I suspect.

What happens if the HCF is present in the area before darkness is cast? Does it dampen it?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

The order of events is entirely irrelevant.

1/5

I think the darkness would still lower the light level of the first 20' of light at least. Here is how I interpret it:

.
.
.

Light Levels:

5 - Bright
4 - Normal
3 - Dim
2 - Dark
1 - Supernaturally Dark

Room starts at light level 3(Dim)
Darkness is cast, lowers light one step to level 2(Dark)
First 20' Continual Flame sets, not increases, the light level to level 4(Normal)
Beyond 20' Continual Flame increases the light level to level 3(Dim)
Darkness interacts with the first 20' of continual flame and lowers the light level to level 3(Dim)

Room starts at light level 3(Dim)
First 20' Continual Flame sets, not increases, the light level to level 4(Normal)
Beyond 20' Continual Flame increases the light level to level 4(Dim)
Darkness is cast, lowers the first 20' Continual Flame to level 3(Dim)
Darkness lowers the light level beyond 20' to level 3(Dim)

My interpretation scares me as this means the only answer to a deeper darkness is a daylight spell.

Silver Crusade 2/5 *

There is no reasonable way to justify a 3rd level spell being able to trump a 4th level spell.

Shadow Lodge 4/5 Venture-Captain, California—San Francisco Bay Area South & West

David Bowles wrote:
There is no reasonable way to justify a 3rd level spell being able to trump a 4th level spell.

IMO there is no reasonable way to consolidate the existing patchwork of rules, exceptions, light type classifications, etc. into a simple, predictable, consistent, and easy-to-understand system. From the previous discussion it did look as though there might be such a way of interpreting the rules, but the recent FAQ postings put paid to that.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

How so? I think we're making fantastic progress.

Relatedly, please flag THIS POST for FAQing. Thanks!

Grand Lodge 4/5

Lab_Rat wrote:
11) Hand of Glory: See Invis and Daylight 1/day + an extra ring slot

Nice idea, as long as you are willing to give up your neck slot for it.

I do have a PC who has done that, but he is a ranged combatant, so having an Amulet of Natural Armor was more-or-less optional for him.

It also requires some flexibility in the PC, since you are wearing the cut-off hand of a criminal around your neck. And can, depending on the GM, cause some negative responses from the random NPCs encountered during a game...

Silver Crusade 2/5 *

I agree with Jiggy in that we are making a progress, having to go through this much teeth-pulling for one of the basic elements of the game (lighting) kinda stinks.

1/5

kinevon wrote:
Lab_Rat wrote:
11) Hand of Glory: See Invis and Daylight 1/day + an extra ring slot

Nice idea, as long as you are willing to give up your neck slot for it.

I do have a PC who has done that, but he is a ranged combatant, so having an Amulet of Natural Armor was more-or-less optional for him.

It also requires some flexibility in the PC, since you are wearing the cut-off hand of a criminal around your neck. And can, depending on the GM, cause some negative responses from the random NPCs encountered during a game...

I have a Barbarian with one. Its great. I get some great utility that most don't expect from a barbarian, I an extra ring slot which will soon have a ring of blink on it, and I get to where a hand around my neck.

Besides....AC is way way way way way way way overrated.

Grand Lodge 4/5

Lab_Rat wrote:
kinevon wrote:
Lab_Rat wrote:
11) Hand of Glory: See Invis and Daylight 1/day + an extra ring slot

Nice idea, as long as you are willing to give up your neck slot for it.

I do have a PC who has done that, but he is a ranged combatant, so having an Amulet of Natural Armor was more-or-less optional for him.

It also requires some flexibility in the PC, since you are wearing the cut-off hand of a criminal around your neck. And can, depending on the GM, cause some negative responses from the random NPCs encountered during a game...

I have a Barbarian with one. Its great. I get some great utility that most don't expect from a barbarian, I an extra ring slot which will soon have a ring of blink on it, and I get to where a hand around my neck.

Besides....AC is way way way way way way way overrated.

Against the primary attack, yes. Against iterative attacks? Not so much.

Then again, I remember one game where my PC had gotten an enemy made a potential critical against him, which had me worried, missed the confirmation by one (rolled a 4, needed a 5 to confirm), then wound up with the damage being 1d4. In a Tier 5-9 scenario. Came out as a bit anti-climactic.

But, yes, Daylight[i], [i]See Invisibility and an extra ring slot are all nice. Except this PC hasn't needed either spell since he got the Hand of Glory, and still only has two magical rings....

Silver Crusade 2/5 *

AC is demonstrably not overrated. In fact, a key factor in the brokenness of many Tetori monk builds is a huge AC. The NPCs in PFS scenarios aren't exactly optimized in the to-hit department, and high ACs completely neuter many encounters.

4/5

Did this get settled? May I have a quick summary on what the final verdict was from the powers that be?

They really need to fix this and the wordings. A heightened Daylight should beat out a Deeper Darkness as well as a heightened Continual Flame does... the 3rd-Level light spell should be better than the 2nd-Level light spell...

Silver Crusade 2/5 *

Heightened daylight does nothing that regular daylight doesn't already do. The text of this spell is very, very strange.

Heightened continual flame does function as one would expect, but its still not known what the order of operations is:

Ambient -> apply deeper darkness -> apply continual flame

OR

Ambient -> apply continual flame -> apply deeper darkness

Also, we need to know if mundane light effects operate in an area where darkness spells and daylight overlap.

So these issues are still unresolved.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Millefune wrote:
Did this get settled?

Define "this". ;)

We got the basics of how to apply a darkness effect in the first place (HERE), which is a huge step itself given the variety of interpretations (as well as "interpretations") that existed before. We also got a pretty relevant side-question answered HERE.

Last I checked, though, the questions of which order you apply a darkness effect and a higher-level magical light source and whether daylight's special negation clause kicks in with any darkness radius or only supernaturally-dark areas, have not been answered.

Unfortunately, weird as it is, there's no ambiguity on the fact that heightening daylight will not remove lines from daylight's text.

4/5

OK, so does that special clause ("Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.") in Daylight mean that it negates even heightened Deeper Darkness in overlapping areas, even though the Daylight is of lower level since the clause doesn't mention that either the magical darkness or the Daylight have to be of a certain spell level/strength?


Yes. That's what the description says.
Don't focus so much on the higher/lower spell level thing. Especially when it involves heightened spells. There are plenty of spells that work against higher level spells.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

Millefune wrote:
OK, so does that special clause ("Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.") in Daylight mean that it negates even heightened Deeper Darkness in overlapping areas, even though the Daylight is of lower level since the clause doesn't mention that either the magical darkness or the Daylight have to be of a certain spell level/strength?

Correct.

If that seems off, remember that the reverse is also true: a 9th-level Heightened daylight doesn't perform any better when that negation clause is involved than a normal 3rd-level version does. Neither spell's level is involved in that clause.

Silver Crusade 2/5 *

Jiggy is 100% correct using RAW. RAI I have no idea. That's why we are constantly pestering them for FAQs.


I don't see any reason to suspect the RAW and RAI differ here.
The language is quite clear about what Daylight does.

Silver Crusade 2/5 *

I agree with you in principle, but I have caught so many GMs, even those with 4 and 5 stars doing it wrong by the RAW. I can't help but to think Paizo did not intend these lighting rules to works as they are written.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

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Seeing lots of people running a mechanic differently than the rules say is not an indication that the designers' intent is closer to those GMs' version than to what the designers themselves published.

People usually mean what they say. That includes the intelligent human beings who wrote the rules with the express purpose of communicating their intent through the text. Sometimes things aren't clear, but to suggest that a person wanted something to work one way and tried to communicate it by writing the opposite? That's a theory that needs waaaaay more evidence than "a bunch of random people who were not involved in the design or writing process are doing it differently".


And seriously? GMs don't let Daylight work against higher level Darkness spells?
And heightened Darkness spells come up often enough for this to noticeable?

There are plenty of other areas in the lighting rules where I can see confusion coming up, but I really thought this was clear.

Silver Crusade 2/5 *

Actually, its usually GMs letting daylight completely trump level 2 darkness because daylight is level 3.

You are probably right Jiggy, I have just seen it played incorrectly so much that I'm not sure of anything regarding this topic. And I'm tired of slowing down tables when trying to educate GMs. Many GMs really don't like it at all. I'm slowly coming to accept that this is a YMMV game, but that makes it really hard to plan out a character.

I've had GMs claim that the acrobatics roll to avoid AOOs must be made for every square, just not every opponent. The time and effort to argue this is just prohibitive.

The Exchange 5/5

I've actually just given up on the lighting rules.

I have yet to sit at two different judges in a row who do it the same... except for something like two friends who play the same home game, and have for years, and even they will have some minor differences...

Each time it comes up in PFS, I just ask the judge. It makes some scenarios kind of wonky - esp. if I am running a character that uses/casts one of the darkness spells (I've got a Dwarf Cleric that often takes darkness and blessings of the mole. I try to cover most of the bases (Oil of daylight, darkvision,[i] another light source, or just "running" (once I dropped the PCs into a [i]pit spell and feather falled us to get 40 feet from the darkness.), but often it's kind of hit or miss what works this time and what doesn't.

Silver Crusade 2/5 *

To me, that's a major flaw in the game experiences given how often its coming up now in the scenarios. I made the case at Origins for them to totally rewrite the lighting rules, but I don't think the powers that be were that interested in it. It was amusing when I tried to explain these questions we had about them and one of the judges didn't even understand what I was asking without the other judge literally drawing a picture for him. The other judge, to his credit, knew *exactly* what my question was and why it is crazy confusing.

Often, the party can't get away from darkness effects if the NPCs have cast it on a weapon and keep moving towards the PCs for melee attacks. Then how these effects are adjudicated are literally life or death. That's why I feel its unfair for this to be a YMMV situation."

Fliers with access to darkness are especially grim, because they can't even be randomly hacked to death by melee guys in the dark.

Grand Lodge 2/5 RPG Superstar 2012 Top 32

David Bowles wrote:
I've had GMs claim that the acrobatics roll to avoid AOOs must be made for every square, just not every opponent. The time and effort to argue this is just prohibitive.

For that one, you could just carry a printout of the FAQ on the subject. Should be nice and quick/efficient.

Silver Crusade 2/5 *

OMG you are so right. The FAQ is from *2010*. So I need to keep the FAQ for darkness and acrobatics on my person at minimum.

The Exchange 5/5

Jiggy wrote:
David Bowles wrote:
I've had GMs claim that the acrobatics roll to avoid AOOs must be made for every square, just not every opponent. The time and effort to argue this is just prohibitive.
For that one, you could just carry a printout of the FAQ on the subject. Should be nice and quick/efficient.

someone else will have to do this one. I get enough flack over the Take 10 rules to keep me busy as it is, and I can only wear one shirt at the table anyway...

Silver Crusade 2/5 *

What specific aspect of the take 10 rules do you get flakk over?

Grand Lodge 2/5 RPG Superstar 2012 Top 32

I think he means he gets flak for having the T10 rules on hand and asking that they be followed at the table.

1/5

Even when your correct and have a quick and efficient means of showing it, a lot of GMs will take it badly. I have seen GMs refuse to take 10 seconds and read a printed FAQ.

The Exchange 5/5

Lab_Rat wrote:
Even when your correct and have a quick and efficient means of showing it, a lot of GMs will take it badly. I have seen GMs refuse to take 10 seconds and read a printed FAQ.

even after a game, when presented in a respectful way...

Grand Lodge 2/5 RPG Superstar 2012 Top 32

It's funny; if I'm sitting at a table with some friends playing MtG or Rune Age or Scrabble or Game of Thrones or Dominion or Fluxx or Bananagrams or Monopoly or Agricola or Carcasonne or pretty much anything else, and someone makes an error, someone who recalls the applicable rule will make a simple comment (i.e., "actually, you can't X" or whatever) and the only response it gets is a friendly "Oh, that's right, I forgot" and the action is corrected.

It's only when the game is an RPG and the person being corrected is the GM that suddenly you run the risk of them getting downright offended and angry.

Kinda makes you wonder what's different about GMing an RPG that takes the same friendly corrections that happen all the time in every other social tabletop game on the planet and makes it a cardinal sin.

Silver Crusade 2/5 *

When I GM, I'm completely open to correction. I'm always looking to up my game and make my tables consistent and enjoyable. I always explain how lighting rules will work at my table when people sit down. Because its important.

Liberty's Edge 5/5

Jiggy wrote:
It's funny; if I'm sitting at a table with some friends playing MtG or Rune Age or Scrabble or Game of Thrones or Dominion or Fluxx or Bananagrams or Monopoly or Agricola or Carcasonne or pretty much anything else, and someone makes an error, someone who recalls the applicable rule will make a simple comment (i.e., "actually, you can't X" or whatever) and the only response it gets is a friendly "Oh, that's right, I forgot" and the action is corrected.

Yeah, I've always had that approach. I'm human. I make mistakes. There are a lot of rules. I'm happy to have folks point out things I may not have known or may have been mistaken about.

I've had people be afraid to contradict me due to my position. I've heard people say that they need to master the rules before becoming an <insert number> star GM.

The real key to GM'ing is don't be a jerk, be open to the idea that you may not be right 100% of the time, and make sure everyone is having fun.

I will often let a player do something I don't think is correct during a game, then afterwards privately do the research, and talk to them privately about what they may be doing wrong. It helps keep the game moving, allows me to confirm there's actually a problem, and helps both of us save face if we're wrong.

On the flip side, if a player has a problem with something I'm doing, I welcome immediate feedback. I'm happy to do some quick research and course correct if needed.

Silver Crusade 2/5 *

My only problem with the "wait till after" approach is if a missed FAQ ruling is getting the party killed *now*.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

David Bowles wrote:
There is no reasonable way to justify a 3rd level spell being able to trump a 4th level spell.

See Invisibility (2nd) trumps Greater Invisibility (4th)

True Strike (1st) trumps Blur (2nd)
Resist Energy (2nd) trumps Fireball (3rd)
Dispell Magic (3rd) trumps everything

Not sure I see the problem here.

Grand Lodge 4/5 5/55/5 ** Venture-Lieutenant, Florida—Melbourne

Jiggy wrote:

It's funny; if I'm sitting at a table with some friends playing MtG or Rune Age or Scrabble or Game of Thrones or Dominion or Fluxx or Bananagrams or Monopoly or Agricola or Carcasonne or pretty much anything else, and someone makes an error, someone who recalls the applicable rule will make a simple comment (i.e., "actually, you can't X" or whatever) and the only response it gets is a friendly "Oh, that's right, I forgot" and the action is corrected.

It's only when the game is an RPG and the person being corrected is the GM that suddenly you run the risk of them getting downright offended and angry.

Kinda makes you wonder what's different about GMing an RPG that takes the same friendly corrections that happen all the time in every other social tabletop game on the planet and makes it a cardinal sin.

Unlike the other people we play games with, DMs are in a position of authority. Some people interpret questioning a ruling as questioning their authority. I personally don't see it that way. I would rather get the rule right (and be the wiser for it next time) than simply say "I am the DM so I am always right." but I'm not everybody.

Liberty's Edge 5/5

David Bowles wrote:
My only problem with the "wait till after" approach is if a missed FAQ ruling is getting the party killed *now*.

This is for when I, as the GM, believe that a player is not correct. It has been my experience that when this happens, usually the player errs in their favor. Actual examples which spring to mind:

• Halfling Rogue who didn't realize they were not proficient in staff sling.
• Gunslinger with a double-barrel pistol trying to use Dead Shot with both barrels.
• Magic Jar being used without requiring a chance of possessing a party member.

If I felt the player was shorting themselves, I'd speak up in the moment.

Silver Crusade 2/5 *

trollbill wrote:
David Bowles wrote:
There is no reasonable way to justify a 3rd level spell being able to trump a 4th level spell.

See Invisibility (2nd) trumps Greater Invisibility (4th)

True Strike (1st) trumps Blur (2nd)
Resist Energy (2nd) trumps Fireball (3rd)
Dispell Magic (3rd) trumps everything

Not sure I see the problem here.

Okay, I didn't think about those examples. See? Open to correction. However, I still say the light and darkness rules are a nightmare to implement and keep the game running smoothly.

The Exchange 5/5

I can recall back when I was trying to work thru the Take 10 rules, and the way they worked at each judges table, trying to come up with a set of questions to hand each judge to find out how it worked in his game. And being told by several multi-star judges that even suggesting doing that was grounds for having my actions watched, so they could "figure out what I was trying to pull". The fact that I had the rule printed on a T-shirt was grounds to have me barred from the table... as I was being "confrontational"...

Yeah, this game seems to attract Players with problems with authority figures (thus they "fight against the Judge") and with Judges who have problems with authority - what we in HS would call "the petty tyrant complex".

I often call both of these player types (and yes, I consider the judge a player to, esp. when I'm the judge): Type A Players, or Confrontational Players. To them a game is "Them against Me" or "PCs vs. Judge". They have to play games "against" someone they can see.

But that's just my opinion...

Silver Crusade 2/5 *

Will Johnson wrote:
David Bowles wrote:
My only problem with the "wait till after" approach is if a missed FAQ ruling is getting the party killed *now*.

This is for when I, as the GM, believe that a player is not correct. It has been my experience that when this happens, usually the player errs in their favor. Actual examples which spring to mind:

• Halfling Rogue who didn't realize they were not proficient in staff sling.
• Gunslinger with a double-barrel pistol trying to use Dead Shot with both barrels.
• Magic Jar being used without requiring a chance of possessing a party member.

If I felt the player was shorting themselves, I'd speak up in the moment.

My concern is that inconsistent GM application of light/darkness rules will get parties TPKed and the players won't even realize that one of the GMs was playing it wrong. Of course, then there are the tables where half the players have darkvision and just want to hand-wave the whole thing and leave the humans blind for the whole fight.

Silver Crusade 2/5 *

nosig wrote:

I can recall back when I was trying to work thru the Take 10 rules, and the way they worked at each judges table, trying to come up with a set of questions to hand each judge to find out how it worked in his game. And being told by several multi-star judges that even suggesting doing that was grounds for having my actions watched, so they could "figure out what I was trying to pull". The fact that I had the rule printed on a T-shirt was grounds to have me barred from the table... as I was being "confrontational"...

Yeah, this game seems to attract Players with problems with authority figures (thus they "fight against the Judge") and with Judges who have problems with authority - what we in HS would call "the petty tyrant complex".

I often call both of these player types (and yes, I consider the judge a player to, esp. when I'm the judge): Type A Players, or Confrontational Players. To them a game is "Them against Me" or "PCs vs. Judge". They have to play games "against" someone they can see.

But that's just my opinion...

I just want fair and consistent application of a rule set across all tables. Nothing more, nothing less. I want pissing contests, confrontations, or any of that. But, yes, there is some of the "petty tyrant syndrome" out there. When I GM, I'm working *with* the players as much as I can. Yeah, I try to make things as dramatic as possible, but ultimately, I'm often handcuffed by the scenario anyway. There's no reason for me to be a petty tyrant or a jerk. I have basically no skin in the game; I didn't write these scenarios.

1/5

nosig wrote:
Lab_Rat wrote:
Even when your correct and have a quick and efficient means of showing it, a lot of GMs will take it badly. I have seen GMs refuse to take 10 seconds and read a printed FAQ.
even after a game, when presented in a respectful way...

Most GMs are much more open to correction after a game. However, some times, as a player you would like to have a correction at the time of the error. Most of the time I just bite my tongue and let it play out, only stepping in if things go way down hill.

Silver Crusade 2/5 *

Lab_Rat wrote:
nosig wrote:
Lab_Rat wrote:
Even when your correct and have a quick and efficient means of showing it, a lot of GMs will take it badly. I have seen GMs refuse to take 10 seconds and read a printed FAQ.
even after a game, when presented in a respectful way...

Most GMs are much more open to correction after a game. However, some times, as a player you would like to have a correction at the time of the error. Most of the time I just bite my tongue and let it play out, only stepping in if things go way down hill.

I do not understand this attitude at all. I prefer to be corrected as a GM on the spot to limit the impact of my mistake.

The Exchange 5/5

David Bowles wrote:
Lab_Rat wrote:
nosig wrote:
Lab_Rat wrote:
Even when your correct and have a quick and efficient means of showing it, a lot of GMs will take it badly. I have seen GMs refuse to take 10 seconds and read a printed FAQ.
even after a game, when presented in a respectful way...

Most GMs are much more open to correction after a game. However, some times, as a player you would like to have a correction at the time of the error. Most of the time I just bite my tongue and let it play out, only stepping in if things go way down hill.

I do not understand this attitude at all. I prefer to be corrected as a GM on the spot to limit the impact of my mistake.

sometimes it's "the game flow", and you don't want to "brake the flow" for a minor thing. Other times it's "did I understand that correctly?", and maybe I should check on this, because afterall the judge often knows things I do not.

"Hay Jo, how the heck did the guy save vs. my Charm Person spell, with that roll?"
"He's a demon, demons aren't Persons - so invalid target. And I sure couldn't tell you that in the middle of the game right?"

edit: and sometimes it's outright fear. I've had a judge scream at me for 4 hours in a game. Everytime I said anything, he yelled at me. and I was the closest player to him. I think the classic line in that game was "I'm not going to let you screw up my encounter! No, you don't detect anything with your perception check of 45!" delivered in a voice that would have put my Drill Insturctor in Basic to shame.

Silver Crusade 2/5 *

Maybe. I've seen enough screw-ups of the basics by this point that I'm willing to sacrifice "flow" at this point.

1/5

nosig wrote:
someone else will have to do this one. I get enough flack over the Take 10 rules to keep me busy as it is, and I can only wear one shirt at the table anyway...

Lordy, if I had a nickel for every time someone got the T10/T20 rules wrong, I would buy Paizo with my pocket change.

David Bowles wrote:
That's why I feel its unfair for this to be a YMMV situation.

I agree. There are a number of such rules I wish Paizo and if not Paizo, PFS would iron out. YMMV is not conducive to Organized Play and is why I had quit playing RPG's many years ago. Consistent rules and the elimination of home brew is why I play PFS. I hope PFS realizes how important that is and continues to try and eliminate discretion when it comes to fundamental mechanics.

Silver Crusade 2/5 *

As a GM, I avoid "judgment calls" whenever possible. However, others seem to try to shoehorn their judgment in, even when an FAQ or clarification exists on a given topic.

The latest FAQs have made darkess and deeper darkness incredibly powerful, particularly for PCs with no darkvision. It is critical that the solutions for these spells is kept consistent from table to table to avoid the inevitable problems that will follow if every GM is allowed to make stuff up on the fly regarding these arguably OP spells now.

The Exchange 5/5

David Bowles wrote:
Maybe. I've seen enough screw-ups of the basics by this point that I'm willing to sacrifice "flow" at this point.

and I'm past that. Flow is often the fun.

Mostly, I just want to have fun. If some rules get bent in the process, is often ok with me. Address it for next time. Works just as well after the game. But if the judge has someone shooting me thru deaper darkness, I'll ask him after the game if it was a Devil (who sees in magical darkness) or a demon (who doesn't). For his next game.

I do not want to be the guy that stops the fun for 5 other people to be sure the judge knows he might be doing the climbing rules wrong...

Me"I'll take 10 on the climb"
Judge" you can't, you might fall"
Me: "ah... ok, we'll talk about it later" rattle-rattle dice.

Is it really important? Interrupt now, do it fast move on. Is it not? wait till later... maybe games later.

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