For ages the rules in Dungeons and Dragons about lighting and concealment have driven me mad.
Not only are the details around these critical elements of the classic pencil-and-paper roleplay game spread throughout the players handbook in sections on stealth, perception and combat - but also in the latest 4th edition rules new errata sections released by Wizards of the Coast have changed how the rules work.
Now I finally understand.
So I have written a lengthy and carefully detailed article about the subject.
- details on portable light sources and how they work in the game
- explanations of how the 4th ed errata affect the rules (and where to find the errata)
- an explanation of hiding and how it works in combat
- tips for DM's on how to run games where light, concealment and combat are involved
Roll a will save vs bad puns, or take 2d6 psychic damage...