Blindness/Deafness in AD&D

Thondor

I run Compose Dream Games RPG Marketplace
So I'm looking through my 1e books and OSRIC and I can't for the life of me find a reference to what actually mechanically happens when someone is blind or deafened.
I could certainly infer things on blindness based on invisibility rules. (-4 to hit all opponents and must guess correct direction). Am I missing some key passage somewhere?
Thanks.
 

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So I'm looking through my 1e books and OSRIC and I can't for the life of me find a reference to what actually mechanically happens when someone is blind or deafened.
I could certainly infer things on blindness based on invisibility rules. (-4 to hit all opponents and must guess correct direction). Am I missing some key passage somewhere?
Thanks.

Blindness is defined in the AD&D DMG under the additional notes for the spell light: -4 to hit, -4 to saves, and -4 to AC. According to the description for the gem of brightness, partial blinding can result in similar penalties, using a d4 to determine the exact severity. AD&D 2e gives the same penalties (in about 8 different places, sometimes omitting the penalty to saves), as well as adding a penalty to movement rates and preventing precise actions such as backstabbing (see the section in the 2e DMG on Darkness). The lack of any effect on chances of surprise in either edition is probably an oversight. Sorry, couldn't help it.

In 1e, deafness has no effect beyond the obvious. The description for holy word gives some possible effects, but these are intertwined with the effects of the word itself, so it's hard to say what effects deafness alone should have just from that source. In 2e, deafness is defined by the spells cure blindness or deafness (reversed), shout, and deafness, and gives -1 to surprise* and a 20% chance to miscast spells.

* 2e surprise is entirely different than 1e surprise, so you may want to drop this or consider it a -10% to chances of surprise.
 

Hmmm thanks for the blindness pointer.

Deafness seems a little trickier. Going with the 2e (20% spell failure) ruling seems reasonable. The only real precedents is the silence spell though that specifically states that it stops sound, and thus spells. I think adding in a small penalty to AC may also be reasonable, to those recently deafened, it would be difficult to adjust to those small clues that sound give you. (or perhaps simply enforce the facing rules for a deaf character).
 

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