Exploration: Difference between revisions
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[[Social Interaction|← Previous Chapter: Social Interaction]] | [[Combat|Next Chapter: Combat →]] | [[Social Interaction|← Previous Chapter: Social Interaction]] | [[Combat|Next Chapter: Combat →]] | ||
=Exploration= | |||
Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the environment in such places. | |||
==Adventuring Equipment== | |||
As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a [[Ladder]], perceive things they wouldn’t otherwise notice with a [[Torch]] or another light source, bypass locked doors and containers with [[Thieves’ Tools]], and create obstacles for pursuers with [[Caltrops]]. | |||
See “[[Equipment]]” for rules on many items that are useful on adventures. The items in the “[[Tools]]” and “[[Adventuring Gear]]” sections are especially useful. The weapons in “Equipment” can also be used for more than battle; you could use a [[Quarterstaff]], for example, to push a sinister-looking button that you’re reluctant to touch. | |||
==Vision and Light== | |||
Some adventuring tasks—such as noticing danger, hitting an enemy, and targeting certain spells—are affected by sight, so effects that obscure vision can hinder you, as explained below. | |||
===Obscured Areas=== | |||
An area might be [[Lightly Obscured|Lightly]] or [[Heavily Obscured.]] In a Lightly Obscured area—such as an area with [[Dim Light]], patchy fog, or moderate foliage—you have [[Disadvantage]] on [[Wisdom (Perception)]] checks that rely on sight. | |||
A [[Heavily Obscured]] area—such as an area with [[Darkness]], heavy fog, or dense foliage—is opaque. You have the [[Blinded]] condition (see “Rules Glossary”) when trying to see something there. | |||
===Light=== | |||
The presence or absence of light determines the category of illumination in an area, as defined below. | |||
'''''[[Bright Light]].''''' Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius. | |||
'''''[[Dim Light]].''''' Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light. | |||
'''''[[Darkness]].''''' Darkness creates a Heavily Obscured area. Characters face Darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness. | |||
===Special Senses=== | |||
Some creatures have special senses that help them perceive things in certain situations. “Rules Glossary” defines the following special senses: | |||
:[[Blindsight]] | |||
:[[Darkvision]] | |||
:[[Tremorsense]] | |||
:[[Truesight]] | |||
==Hiding== | |||
Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. When you try to hide, you take the Hide action. | |||
==Interacting with Objects== | |||
Interacting with objects is often simple to resolve. The player tells the GM that their character is doing something, such as moving a lever or opening | |||
{{unfinished}} | {{unfinished}} |
Revision as of 17:35, 7 May 2025
← Previous Chapter: Social Interaction | Next Chapter: Combat →
Exploration
Exploration involves delving into places that are dangerous and full of mystery. The rules in this section detail some of the ways adventurers interact with the environment in such places.
Adventuring Equipment
As adventurers explore, their equipment can help them in many ways. For example, they can reach out-of-the-way places with a Ladder, perceive things they wouldn’t otherwise notice with a Torch or another light source, bypass locked doors and containers with Thieves’ Tools, and create obstacles for pursuers with Caltrops.
See “Equipment” for rules on many items that are useful on adventures. The items in the “Tools” and “Adventuring Gear” sections are especially useful. The weapons in “Equipment” can also be used for more than battle; you could use a Quarterstaff, for example, to push a sinister-looking button that you’re reluctant to touch.
Vision and Light
Some adventuring tasks—such as noticing danger, hitting an enemy, and targeting certain spells—are affected by sight, so effects that obscure vision can hinder you, as explained below.
Obscured Areas
An area might be Lightly or Heavily Obscured. In a Lightly Obscured area—such as an area with Dim Light, patchy fog, or moderate foliage—you have Disadvantage on Wisdom (Perception) checks that rely on sight.
A Heavily Obscured area—such as an area with Darkness, heavy fog, or dense foliage—is opaque. You have the Blinded condition (see “Rules Glossary”) when trying to see something there.
Light
The presence or absence of light determines the category of illumination in an area, as defined below.
Bright Light. Bright Light lets most creatures see normally. Even gloomy days provide Bright Light, as do torches, lanterns, fires, and other sources of illumination within a specific radius.
Dim Light. Dim Light, also called shadows, creates a Lightly Obscured area. An area of Dim Light is usually a boundary between Bright Light and surrounding Darkness. The soft light of twilight and dawn also counts as Dim Light. A full moon might bathe the land in Dim Light.
Darkness. Darkness creates a Heavily Obscured area. Characters face Darkness outdoors at night (even most moonlit nights), within the confines of an unlit dungeon, or in an area of magical Darkness.
Special Senses
Some creatures have special senses that help them perceive things in certain situations. “Rules Glossary” defines the following special senses:
Hiding
Adventurers and monsters often hide, whether to spy on one another, sneak past a guardian, or set an ambush. The Game Master decides when circumstances are appropriate for hiding. When you try to hide, you take the Hide action.
Interacting with Objects
Interacting with objects is often simple to resolve. The player tells the GM that their character is doing something, such as moving a lever or opening
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