A matter of light


Running the Game

Liberty's Edge

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So, here's a question, or rather a few statements then a question.

On pg 301 we have different light categories defined, but not how they interplay.

So does it work like pf1 where you have an area of bright, then the same
as dim, then dark? Or does it just drop off from bright to dark? (which makes less sense and makes low light vision work strangely)


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It's not said. By current RAW, it goes directly from bright light to complete darkness, and dim light exists only via a couple specific sources (eg candles). I have been using GM Fiat to provide dim light from things like moonlight or away from the bright zone of a torch, but this isn't actually supported by the rules.


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Fuzzypaws wrote:
It's not said. By current RAW, it goes directly from bright light to complete darkness, and dim light exists only via a couple specific sources (eg candles). I have been using GM Fiat to provide dim light from things like moonlight or away from the bright zone of a torch, but this isn't actually supported by the rules.

Similar to this, my GM use:

A) Bringing a bright light source into a room will cast the rest of the room into Dim Light, partly due to realism (see the Mythbusters' "mirrors into an egyptian grave" episode) and partly to the description of Dim Light: "Areas in shadows [...] are in dim light."

B) Creatures with Darkvision will not necessarily notice such dim light. Since they see perfectly for an unlimited distance, introducing the dim light would just add faint colours to what they see, and this might not be obvious depending on the situation.

These rulings were made to avoid making a PC ancestry with Darkvision an absolute requirement for a scout character.


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I find the dim light of candles funny - as dim light by definition seems too weak to read by. I spent my childhood summers in a non-electrified house, and reading by candlelight (when young) is not a problem. :D

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