Vision and Light in DragonQuest
Vision and light are rather vaguely defined in DragonQuest (DQ). Light sources aren't discussed at all within the rules and no details are provided for the four light sources found in the rules (candle, candle lantern, oil lantern and torch) such as radius of illumination or for what period of time they last. The majority of other RPGs available during the time when DragonQuest was released included this information so, to me, it was an odd thing to leave out.
I'm going to look at the vision types described for the various races and monsters in DQ, the types of vision granted by spells, the spells that produce light, and the spells that obscure vision. I'm not going to propose any changes or fixes in this post but may do so in a later one.
Racial Vision
The various non-human player races
appear to have two types of vision. The first (Dwarves and Elves) is
some type of low-light vision and is defined by how well humans can
see at certain times of day or under certain conditions. The second
is referred to as infravision and given to Orcs, Giants and
Halflings. Of the creatures detailed in the rules under section
VIII, Monsters, only Goblins, Hobgoblins and Kobolds are described as
being able to "see in the dark". What exactly that means
isn't noted. As they are lumped in under Earth Dwellers along with
Dwarves, Halflings and Orcs means it could be vision like that of the
Dwarves or infravision like Orcs and Halflings.
The low-light vision is somewhat
problematic because of the terms used and how they are used. Looking
first at the vision of Dwarves, it is written as: "A Dwarf may
see in the dark as a human does at dusk." First problem with
that is that dusk has a specific meaning but that meaning depends
upon who you are talking to. For civil authorities, dusk occurs at
the end of civil twilight and is roughly the point at which you can
no longer read comfortably without another light source. There are
also definitions for nautical and astronomical purposes with those
occurring roughly a half hour and an hour after civil twilight. In
many locales in the US the law requires you to turn on your
headlights at dusk which is typically specified as 30 minutes after
sunset or civil dusk. At dusk there is approximately 1/10,000th
the amount of light as there is under full daylight and while humans
can still see well enough to probably not trip over large objects in
their path their ability to see and detect threats is definitely
limited.
Returning to the Dwarf vision statement
again there is another problem and this is that "dark" is
not defined. While it might mean the absence of light the next part
of the Dwarf vision description says, "His effective range of
vision in the dark is 50 feet under the open sky, 100 feet inside
man-made structures, and 150 feet inside caves and tunnels."
Looking at the first of the three conditions one interpretation of
"in the dark" along with "under open sky" is a
starlit night with no moon. But as humans do not see perfectly well
at dusk this also means that a Dwarf does not have perfect vision in
this condition.
The second condition, "100 feet
inside man-made structures" while also "in the dark"
tells us it is the interior of a building but it isn't made clear
that this is at night or day or perhaps both. It also isn't clear if
this is buildings above ground or does it apply to tombs, catacombs
and dungeons underground but man-made and presumably with no light
leaking in from outside.
The third condition for Dwarven vision,
"150 feet inside of caves and tunnels" while also being "in
the dark", tells us that Dwarves see better (or at least
farther) underground than when outdoors or inside of man-made
structures. A normal assumption would be that a cave would have no
natural illumination. This suggests that Dwarves don't have low-light
vision but something else entirely. Not infravision as that is
specifically called out for three other races. Perhaps it is from
mana flowing through the earth?
Interestingly the combat rules do give
us Lighting Condition Modifiers in table 17.6. The modifier for a
shadowy interior (or a starry night) is -10 to the Strike Chance.
Hardly a crippling disadvantage but it isn't made clear to whom this
applies. Only humans? Certainly Elves and Dwarves see better in
these conditions so should they suffer the same modifiers? It also
provides a modifier for caves and unlit interiors of -30 but calls
out pitch blackness separately as -40. Does this mean that caves
aren't pitch black but somehow have some illumination that combatants
can use? Unclear.
Vision for Elves is more simply defined
though it doesn't provide much more clarity. Per the rules, "An
Elf may see in the dark as a human does on a cloudy day. His
effective range of vision in the dark is 150 feet under the open sky,
and 75 feet elsewhere." This is a curious definition as humans
see just fine on a cloudy day. Their ability to pick out fine details
at a distance is less but the ambient illumination on a overcast day
is still 2.5 times the recommended level for a well lit office. So
an Elf can see just fine at night (starry or otherwise) under an open
sky while within man-made structures or underground their range of
vision is less but still good. Why Elves have lesser range indoors
or underground isn't stated but it could be surmised that it is
because of the lack of starlight but that doesn't really explain why
they can see underground in presumably the complete lack of a light
source.
As described, it appears that Elves
have slightly superior low-light vision to that of Dwarves but as no
penalty is assigned to humans seeing under dusk conditions there also
no actual game-play penalty for the Dwarves.
For the three character races with
infravision, two share the same description with different ranges
while the third, the Halfling, has a slightly different description.
As is typical for the time when DragonQuest was produced the
designers had little or no understanding of the actual physics
involved with infrared portion of the electromagnetic spectrum. So
we end up with these descriptions: Halflings can "...see solid
red shapes where living beings are located in the dark." while
Giants and Orcs can "...see faint red shapes where living beings
are located in the dark." Taken as written this would mean that
in a dark room without living beings nothing would be seen. No
explanation is given for what it means to see solid red versus faint
red shapes. The two with the greatest ranges, Orcs and Giants at 150
and 250 feet respectively, only get faint red shapes. The "living
beings" portion suggests that undead would not be seen at all
but this is only implied. What about cold-blooded entities whose
temperature is roughly that of their environment? Unclear.
Why is it that Giants get infravision?
They don't generally live in the dark or underground and the Cloud
and Storm Giants live high up in the atmosphere above the clouds
where it would be of dubious advantage. Why can they see farther?
Seems to be a completely arbitrary assignment with not even a game
balance excuse possible. Why do Halflings have infravision? Are
they more closely related to Orcs than to humans, Elves, or Dwarves?
The non-character race Gnomes cannot see in the dark but they are
"cousins" to the Dwarves according to their description.
Kobolds, which are described as "dwarvish types", can see
in the dark.
Also missing from the vision
descriptions is what effect light sources have on the races with
infravision, Elf/Dwarf vision or whatever it is that Goblins,
Hobgoblins and Kobolds have. From the Special Abilities portion of
the Orc description we know they suffer a 5% to 15% penalty when
"...aiming at a target during the daytime." The odd
phrasing suggests that this applies only to ranged combat. Of the
three non-player races, only Goblins "dislike sunlight, and
fight at a reduction in the Base Chance of 10 when under a bright
sun."
Vision from Spells
There are six Talents or Spells that
grant some type of low-light or night vision. Two talents, T-1 of
Illusions and T-1 of Black Magics, as well as the G-7 spell of
Celestial gives the Adept, or target of the spell, the ability of
Witchsight. Along with the ability to see magically hidden or
obscured things it grants the "night-vision of an Elf."
The term "night-vision" wasn't used in describing the
racial abilities of Elves but this could be used to differentiate
between Elven and Dwarven low-light vision. Elves have night-vision
and Dwarves have something else. Maybe. Another curiosity is that
Ensorcelments and Enchantments (EE) also has Witchsight as talent T-1 but
it doesn't grant the night-vision of an Elf. Intentionally left out
or a mistake? As all three editions of DragonQuest are the same I'm
guessing intentional but why that would be I have no idea. Why would
the College of Illusions have enhanced Witchsight with night-vision?
It would make more sense to me that Illusionists only get the basic
Witchsight that is T-1 for EE Adepts while the EE Adepts got the full
package.
Fire Magics gives it's Adepts T-1
Infravision which strangely allows the Adept to identify the species
of a heat source within range and also whether or not it is magical.
Apparently magic has a thermal component to it. It doesn't explicitly
say that the Adept can actually see in the dark as far as functioning
in combat or navigating through a furnished room. It also has an
abysmal chance of success for starting characters being based on
Perception and Rank with the talent.
Celestial Magics has Night Vision as
T-2 and it is shared with Black Magics as S-2 Spell of Nightvision.
This talent/spell shows again how disadvantaged game designers were
in the pre-internet world. The description of the talent/spell is:
"The Adept has the ability to see in the dark with the same
vision (near perfect) as a cat. However, everything will appear
monochromatic and somewhat distorted (geometrical)." While cats
can see well in low-light, only needing about 1/6 the light that
humans need, their visual acuity is much worse. A cat is typically
20/100 to 20/200 compared to a humans 20/20 vision. They do see
color just much less than humans so monochromatic is fair enough but
I have to wonder where this notion of distorted or geometrical vision
came from. The Black Magics college gets Witchsight as a Talent which
is far superior so why S-2 is there at all is a good question.
Celestial Magics gets Witchsight as a General Knowledge spell making
the inferior T-2 mostly superfluous.
Light Spells
There are 12 colleges in DragonQuest as published plus three more in Arcane Wisdom but only three have spells to produce light. Once again the most general purpose of the colleges, Ensorcelments and Enchantments, gets left out of the fun. The three colleges are Fire, Celestial and Rune magics and they share the same spell, Spell of Light, as G-4, G-2 and G-3 respectively. There is a subtle difference to the Rune Magics version that, depending on the GM, probably has no effect on how it is used.
What probably seemed clever at the time
it was written turns out to be more of a novelty than a useful spell
for illumination. Here's the spell description:
"One 10-foot cube (1000 cubic
feet) area may be brightly lit. The lighted area may be of any shape
(even pencil-thin) but must emanate from the spot occupied by the
caster."
On the face of it the "may be of
any shape (even pencil-thin)" aspect sounds pretty nifty until
you do the math. Assuming a pencil is 1/4" in diameter then 1000
cu. ft. produces a beam 2,933,544 ft long or 556 miles! How cool is
that? Oh, wait, the maximum range of the spell is 15' + (15' * Rank)
or 315' at R20. Well at maximum range what would the diameter of a
beam be? Only 2.02 feet. How about a cone? For a 10' base cone,
only 38 feet. Less than the range of a thrown dagger or dart. With a
5' base cone you get a 152 foot range so moderately useful now as
long as you can keep it on target. As a 10' cube it doesn't even
cover the hex your in plus the six surrounding hexes. Drop it to
only 8' high and you get an 11' box around you which is still not
enough. If you are using squares instead of hexes, you can cover
five 5x5 squares up to 8' high. With a five foot wide wide corridor
you can illuminate 25 feet of it up to 8' high. This is one of those
spells that I always wondered how it made it through playtest to the
final version.
It is pretty easy to make an argument
that Adepts aren't good at producing light as the Powers of Light
"...are non-magical in nature and are, in effect, opposed to
magic." As such the light produced by Adepts would be lesser
and lacking compared to something produced by an agent of the Powers
of Light. I would still like to think that an Adept could produce
illumination on par with an oil lantern.
Spells That Limit Vision
There are a number of spells or rituals
that limit vision amongst six different colleges. The College of
Illusions has two: G-1 Flash of Light Spell and Q-1 Ritual of
Illusory Fog. Flash of Light works as you might expect temporarily
blinding those affected reducing Strike Chance by 50 and cutting TMR
in half. It also costs 2 extra FT to cast for some reason. Illusory
Fog creates the illusion of mist or fog in a Rank dependent area
around the Adept. No information is provided as to what effect this
has on those in it or trying to look through it. As Illusory Fog is
an illusion would all entities, regardless of type of vision, be
affected the same? Fog and mist are not covered in the section on
Lighting Condition Modifiers so no help there.
Air Mages get G-6 Spell of Conjuring
Mist which conjures one plus one per rank 10' cubes of fog or mist.
However, like Illusory Fog, no details are provided as to how this
impacts those within it or attempting to see into it.
Celestial, Black and Rune magics all
have a Spell of Darkness (G-3, G-2, & G-2 respectively) that
creates a 10' cube of darkness plus another 500 cu. ft. of darkness
for every Rank with the spell. The effects of this darkness are
pretty well defined and depend upon Rank with the spell. The darkness
created is that of a cloudy night at Ranks 0-5, a sealed room at
Ranks 6-10 and at Rank 11 and above it is absolute blackness. As
these more-or-less match entries on the Lighting Condition Modifiers
chart the effect on combatants is easily determined.
The Necromancers get three different
spells, all General Knowledge. The first is G-1 Spell of Conjuring
Darkness. This differs from the Celestial Magics spell only in name
and in the starting volume of darkness which is only 500 cu. ft..
Otherwise it is the same spell. Their second spell is G-3, Spell of
Obscurement, which creates a 5' cube of oily, black smoke and limits
vision to 5'. That's nice but it affects a much smaller volume than
G-1 Conjuring Darkness, has a lower Base Chance, a higher Experience
Multiple and can be resisted. The third spell for Necromancers is
G-7 Spell of Noxious Vapors. This produces a foul yellow vapor that
can cover a large area at higher ranks and even at ranks 0-5 where it
only affects vision the area covered is quite good. Noxious Vapors
reduces vision to 10'. It's curious that a college whose focus is on
death has three spells affecting vision and all in General Knowledge.
So What
In many ways all of these quirks and
vague descriptions are normal when it comes to RPG rules from the
period. Gamemasters have long had to improvise when faced with
missing, confusing or contradictory rules. DragonQuest is no
different and probably suffers most not from a lack on the part of
the designers but from the situation at SPI when it was released.
All of the issues that I have raised are easily dealt with by filling
in the holes with your own rules or by borrowing from other games.
The downside to this is that each gaming group is probably playing a
slightly different, or perhaps hugely different, version of
DragonQuest. If someone were to do a new version of DragonQuest I
hope that it would provide more complete and clearer rules for vision
and light.
Interesting article. I would suggest that all the racial visions be related to a human in daylight on a bright day. Define how far a human can see under optimal conditions with other races defined in relation to that. For example: a human can see 4 miles at noon, on a flat surface on a sunny day. Indoors, a human can see 90 feet with equivalent level of light. And go from there.
ReplyDeleteInteresting. gruundehn's comment is good.
ReplyDeleteI agree that relating other racial visions to that of a human is probably best. Also precisely detailing how well a human can see is important and then relating it to the combat modifiers.
ReplyDeleteGood work. Hadn't realized what a mess this is!
ReplyDeleteThanks. Really until we were playing via a virtual table-top like MapTool most of the vision stuff wasn't a big deal. Just kind of hand-waved it away. The light spell however our group recognized as silly from the beginning.
ReplyDelete