So along with Know Your Class, We are adding Know Your Rules! This is where we will feature some of the most interesting and highly debated rules that most people forget about or didn’t even know was a rule. If you have a rules question, you would like to see debated and addressed, email me at email@example.com and add in the Subject title: “Know Your Rules Question”
If you are a follower of our Community Facebook*, you may have seen my most recent messages and incentives to get my player base to increase my rules knowledge. While many of my fellow leaders face-palmed at this challenge I put myself, I wanted to learn more about the game and improve my knowledge.Yes, I could let my rules master players do the work for me, but if I don’t know where to look to begin with, how on earth am I ever going to be a better rules master, and eventual leader if I don’t know the rules?
So.. I issued a challenge to my area: bring your questions, PFS and otherwise. Challenge me, and make me have to think. Winners would get our new Society Dice bags..**
So one of the questions that came up, was to explain darkness, and all the good and bad things that come with it. While I was working on the real answer, I was railroaded (unintentionally) by our area’s resident Rules Master Will Johnson, with this awesome link…I am going to give the paraphrased version below, but if you are looking for the discussion, which has all the information unedited, then see the official thread here:
• Supernaturally Dark – Just like dark but darkvision does not work. (Bad things happen in supernatural darkness. Run for your life.)
• Dark – Effectively blind w/o darkvision. 50% miss chance (total concealment), lose Dex bonus to AC, –2 penalty to AC, and –4 penalty on Perception checks that rely on sight and most Str and Dex skill checks. (Dwarves and Orc’s have Darkvision which allows them to see in Darkvision with no penalties)
• Dim Light – 20% miss chance Concealment w/o darkvision or the ability to see in darkness. Can make a Stealth check to hide self. (Certain races, Gnomes, Elves and Half-Elves can actually in Dim-Light)
• Normal Light – Just like bright light but no penalties for light sensitivity or light blindness.
• Bright Light – All characters can see clearly. Can’t use Stealth unless invisible or has cover. Penalties for light sensitivity and light blindness apply.
Darkness – Drops the lighting one step in a 20′ radius (no lower than dark). It also prevents equal or lower-level magical and all non-magical light sources from raising the ambient light. It also can be used to counter or dispel any light spell of equal or lower level.
Deeper Darkness – This drops the lighting two steps in a 60′ radius (all the way down to supernaturally dark). It prevents lower-level magical and non-magical light sources from raising the ambient light. It also can be used to counter or dispel any light spell of equal or lower level.
Continual Flame – creates light to 20′ and increases the ambient light by one step (dark to dim or dim to light) out another 20′. Can be used to counter or dispel darkness spells of equal or lower level.
Daylight – creates bright light to 60′ and increases the ambient light by one step (dark to dim, dim to normal, or normal light to bright light) out another 60′. When brought within a magical darkness, both daylight and the darkness effects are temporarily negated where they overlap. Daylight can also be used to counter or dispel any darkness spell of equal or lower level.
Two more possible solutions for magical (supernatural) darkness:
1. A Heightened Continual Flame spell. At 4th level it functions fine in Darkness spells of 3rd level or lower.
2. Daylight and a non-magical light source. The magical light sources all counter each other and a torch or sunrod will then function normally.
* Link to our Facebook: https://www.facebook.com/groups/SoYoPFS/ (In case you aren’t a follower. Friends of the area are always welcome.)
** The Dice bags in question up for the prize! (Yes we do ship!)