Alright, the next thing I’m coding for Mind Weave is limiting the vision of the character. Vision in Mind Weave can be limited in a few ways. The most obvious limit is walls in the way. Anything that has a wall or other opaque object between it and the character will not be seen and be replaced with “fog of war” tiles. A character cannot see anything he does not have line of sight to (without magic, of course, see Know Locale).
Another possibility is lack of light. The lighter it is, the further the character can see. This mechanic means that the character may be able to see a bright light source far away, but not see the things between him and the light source. In dungeons, the extent of the light carried by the party will frequently be the limit of their vision. The math here is a bit complicated (I’m a radar guy), but the light (measured in lumens) cast upon an object determines how much light it emits. The light it emits determines how far away it can be seen, but this also depends on how accustomed the seer is to darkness. Some races are accustomed to very low light, while others are accustomed to high light. The ambient light can also affect how well characters see. For tables and things about this, check out the Tome of Light and Sound. You’ll also find descriptions of how magical darkness can interfere with light.
The another common limiting factor for vision is obstruction from things in the air like dust, fog, and smoke. These things basically just have an attenuating effect on light, but they bear mentioning because even in high light, they can have such reflective properties as to limit vision severely.
How far the character can effectively notice things is also effected by perception checks which determine how much the character is paying attention. More levels in perception can provide bonuses to these checks and they made regularly on 3d6.
Racial characteristics can also play a major role in what the character can see. Some racess can see with infrared, ultraviolet, or echo-location. Another racial factor is eye orientation. Humans and most other humanoids have eyes in the fronts of their heads, but some, like Halflings, Lizardfolk, Minotaurs, and Kobolds, have eyes nearer the sides. This allows them to see better behind them and off to the sides, while somewhat reducing their forward vision.
Interested in these mathematical considerations? Do you think they are important to a game like this? Then Mind Weave might be the game for you. This week I hope to post of video of at least the first factor in action, stay tuned!