Blue Mountain
Combat
Rule Category:Combat
Rule Name:Fighting Blind
These rules apply when a combatant is unable to see their opponent very well.

Most characters depend on sight to be able to target their opponents. If they are blinded, or fighting in darkness, they are at penalties to their Strike Chance:

Darkness Level
1/2 Per Roll
1x PER Roll
2x PER Roll
3x PER Roll or Higher
  • Starry Night
  • Shadowy Interior
  • Heavy Fog
  • Conjure Mist
-0 SC
-0 DEF
-0 SC
-0 DEF
-5 SC
-5 DEF
-10 SC
-5 DEF
  • Cloudy Night
  • Conjure Dust Cloud
  • Illusory Fog
-0 SC
-0 DEF
-5 SC
-5 DEF
-10 SC
-5 DEF
-20 SC
-10 DEF
  • Cave
  • Unlit Interior
  • Solid Fog
  • Darkness
  • Obscurement
-0 SC
-0 DEF
-20 SC
-10 DEF
-30 SC
-15 DEF
-40 SC
-20 DEF
  • Pitch Black
  • Blind Attacker
  • Invisible Opponent
  • Utterdark
-0 SC
-0 DEF
-25 SC
-15 DEF
-40 SC
-20 DEF
-60 SC
-40 DEF

Also note that those who can see just fine get a +20 bonus to strike chance against those who are sight impaired. For example, Nurel is fighting a zombie in magical pitch black and his infravision is not working. Not only is he at -40 to DEF but the zombie also gains a +20 to hit him.

A PER roll is required with each attack. The roll applies for DEF until the next roll is made.

Those with Blind Fighting skill (which replaced Combat Sense and Night Sense) can add 2 to their effective Perception when making the PER roll. For example, someone with a PER of 20 and 4 ranks of Blind Fighting has an effective PER of 28 when making their PER roll. A roll of 14 or less will put them in the 1/2 PER roll column, a roll of 28 or less will put them in the 1x PER Roll column and a roll of 56 or less will put them in the 2x PER roll column.
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