Skip to main content

Obscured Vision in OD&D

I recently came across an interesting situation in my solo original Dungeons & Dragons campaign. My adventuring party forced open a door in the underworld beneath the "Castle of the Quest" and subsequently found themselves in a corridor filled with smoke! It therefore seemed appropriate to have some sort of rules to hand regarding vision as surely this vision would be obscured by the smoke and hinder the characters in some way.

Obscured Vision in OD&D

In order to discover which rules might apply (or point me in the right direction in terms of handling the situation) I decided to review all the original D&D rulebooks. In Men & Magic under the spell description for Insect Plague it tells us that this spell "obscures vision" indicating that some such mechanics should apply in the game. In Greyhawk the description of the Horn of Bubbles says it "completely" obscures the holders vision for 4–12 turns. This implies the obscurity has a spectrum from less obscured to completely obscured, so we can keep this in mind. Further, Blackmoor tells us that the Giant Octopi "emit an inky cloud when frightened and/or retreated, which greatly obscures vision." it also tells us in regards to the Helm of Underwater Vision that this helm "allows the wearer to see 180” in any water not blocked by rocks or plants, etc." so there is an implication that vision has a range, which could perhaps be reduced when obscured. Blackmoor states normal underwater vision is 100’, medium seaweed reduces this by 30' as well as movement to 25% and heavy seaweed completely blocks vision beyond 10' and slows movement to 50%. These are great clues.

Before we can begin to look at how vision might be reduced in range it is important to establish what the normal range of vision is. We have already established that under water visible range is 100' but what about the underworld and the wilderness? We can probably extrapolate this by looking at a few other things that are related. Firstly, in the underworld (as per Underworld & Wilderness Adventures) encounter distance is at a maximum of 80' and the book explains that this is the moment the characters "sight" the monsters. This therefore also implies that light sources such as torches and lanterns must illuminate an 80' radius. For the wilderness the distance is up to 240 yards. For ease we can represent all distances in inches so it would be 8" for the underworld, 10" under water or 24" in the wilderness.

We must also take into account light. There are several light spells mentioned in Men & Magic, which offer a radius of illumination at either 3" or 24". The Infravision spell which allows a character to see in total darkness has a range of 4" to 6".

As visibility is dictated by location, light source, and magical abilities that affect site the radius is highly variable, so I think the best way to represent obscured vision in the game would be something like the following (turn your phone to landscape to display the table correctly):

             Range
             Total      Torch     Light   Continual    Full
Location     Darkness*  /Lantern  Spell   Light Spell  Daylight

Underworld   0"         8"        3"      24"          --
Wilderness   0"         8"        3"      24"          24"
Under Water  0"         --        3"      24"          10"

                        Movement
Vision                  Speed      Range

Normal                  Full       Full
Lightly    obscured     3/4        -70%
Heavily    "            1/2        10' max.
Completely "            1/4        Nil

*Dwarves/elves have Infravision so can see up to 6". An Infravision spell has a range of 4"-6".

The above presumes that a Continual Light spell cast underwater would have no restrictions and allow characters to see further, which I think is logical.

Let me know what you think!

Comments

Popular posts from this blog

How to Play Dungeons & Dragons Solo - Part 1 - Which Ruleset? A Solo DnD Tutorial

Hello and welcome to this blog. “ How to Play Dungeons & Dragons Solo ” . This blog will explore the concept of playing Dungeons & Dragons solo . This means playing the game completely by yourself with no Dungeon Master. The idea to write this blog naturally developed from a YouTube video series I created back in July 2020, dedicated to the process of how to start and run a Dungeons & Dragons solo campaign . I was increasingly requested to write all the information down to aid my viewers and provide something that brought all the information together in a concise format. How to Play Dungeons & Dragons Solo - Part 1 - Which Ruleset? A Solo DnD Tutorial In this blog I will present the information from the original videos (which I would advise watching in full as a reading accompaniment to obtain the full context) and expand upon it, showing you in further detail how to design and play a solo Dungeons & Dragons campaign by yourself with no involvement from ...

Playing Pre-Published Adventures Solo Part 1 - a Solo D&D Tutorial

I’ve been asked on several occasions how I play pre-published adventures solo. I’m going to explain some of the rules I use here. The key to running pre-published adventures is to master the art of switching perspectives. I covered this in more detail in Tales of Mystara - The Palace of Evendur - Episode 2, and also in a previous article. In summary, sometimes in your solo game you will want to switch from being the player to being the Dungeon Master. This will aid you in the task of running pre-published adventures without ruining the element of surprise. The main goal when doing this, is to try to avoid meta gaming wherever possible. Playing Pre-Published Adventures Solo Part 1 - a Solo D&D Tutorial The Basics A really basic example of avoiding metagaming is deciding which direction the party will take when several options are presented by selecting the direction randomly. A simple roll of a die can be used with each side representing a different cardinal direction. F...

How to Play Dungeons & Dragons Solo - Part 3 - Dungeon Generation, a Solo DnD Tutorial

Welcome to my blog, How to Play Dungeons & Dragons Solo , dedicated to playing Dungeons & Dragons solo using Basic D&D rules. This series of blog posts is based on a YouTube video series I started back in July 2020 and is all about working out a way to play solo Dungeons & Dragons games . The aim is to develop a suitable rule system so that a game of D&D can be played without the need for any other players or a Dungeon Master. How to Play Dungeons & Dragons Solo - Part 3 - Dungeon Generation, a Solo DnD Tutorial In the first post I discussed the different iterations of the game, which are available, as well as which one would be the most suitable to use for a solo DnD campaign . I've decided to go with the BECMI Basic D&D rules written by Frank Mentzer and published in 1983. I also briefly talked about the stationary and equipment needed to play. I recommended the use of stationary over digital tools to encourage playing in an old school way, bu...