I am well aware, RAW, that he needs to be in dim light to make a hide check, but how dim is dim enough? What constitutes the "some sort of shadow" (other than his own)* that a Shadowdancer's HiPS requires? What constitutes "an area with at least some shadow" that Shadow Jump requires?

The one exception you mentioned is "how dim is dim enough?" In order to use Hide, you need concealment. Shadowy Illumination provides that. So you need to be in Shadowy Illumination, which is going to depend on what the area's light sources are (but most of those have a radius of providing light, and the table in the first link I provided has those distances).

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"Bright" in this case means it's bright enough that there is no hindrance to vision at all. "Shadowy" grants concealment, and Darkness creates effective blindness if you can't mitigate it.

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The same rules apply for any light source, you can use the Vision and Light table for the effective ranges of different light sources.

But in an outside area at 5pm? Where are the shadows in that? It's a lot of work to sort out exactly how it all works, and it's often easier to come up with a simple rule of thumb and apply that rule of thumb consistently.

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Darkness = no light (automatic success on hide checks against search, but not listen - unless the target searching can penetrate darkness with magic/racial/other)

So when you're playing on a game board / grid / whatever, you can just use an outline for Bright areas and Dark areas, and ensure your players know the zone in between the two is shadowy. Since light almost exclusively appeals to stealth checks, the three levels are all that is needed. For flavour you could add more, but these levels are more for rogue types than anything else, since they need to know where the shadows are.

You also need to be not being observed. If they're watching you, even with Shadowy Illumination, you can't use Hide. "Watching you" basically means they can see you at all, because in D&D vision is omnidirectional: characters are looking in every direction on every turn.

How big a shadow do you need to use it? Doesn't say. How much shadow is enough shadow to shadow jump? Doesn't say. How long is the shadow being cast by the enemy in front of me? Doesn't say. (This is probably why Pathfinder changed the wording on some of these abilities to be near "dim light" instead, which is more of a known rules thing than "some kind of shadow.")

Any two levels (except darkness) could probably be combined as far as game effects go, but I do feel some game effects are hard to figure out with only three.

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So yes, for these rules, a torch you're holding and the sun are the same thing, within the "bright light" range of the torch (20'). Outside of that range, the torch stops providing bright light. Get some distance on someone with a torch and you move into shadowy illumination against them instead. (If you have different vision modes than they do, you could actually have different conditions to see them then they have to see you, depending on the light.)

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The reason I ask is that I'm planning a sneaky character, and I'm trying to wrap my head around when exactly he can sneak, especially when factoring in special abilities like the Shadowdancer's Hide in Plain Sight, the Shadow Creature's Shadow Blend (Lords of Madness, p. 167), or the Telflammar Shadowlord's abilities (Unapproachable East).

But from what I've found, D&D recognizes three illumination levels (bright, shadowy/dim, and darkness), and bright light encompasses daylight. But the "bright" light of a torch and daylight are a far cry from each other. Do the rules differentiate between daylight and bright light normally? (An example of when it does is the Shadow Blend supernatural ability of some shadow creatures and templates.)

As a DM dealing with a player who uses these abilities, it can get pretty confusing to try and sort out. It's actually easier in a dungeon with no light of its own, because if some player is carrying a light source, we can map it out on the board pretty easily relative to them and see where the shadowed areas would be (and which direction the player shadows are going, if you want to hide in the shadow of the Wild Shaped Druid).

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If someone else is holding the torch and you're 25' away from them, you're in shadowy illumination. That grants you Concealment, and you can Hide.

As you noticed, this gets confusing pretty fast when Shadowdancers get involved. Just what is "some sort of shadow", and where is it? Ask your DM. It's relative to the light, the position of the light source, the size of the thing casting the shadow, and the rules don't have anything to say on the matter whatsoever.

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The sun creates both bright light and bright sunlight. The difference is only in the case of monsters or effects that mention something related to that, like an Orc:

Bright light seems to encompass a huge range of light, from brightest daylight to relatively dim light.... just not dim enough to be a hindrance. Given the examples for "shadowy illumination", and the fact that you can easily hide in dim light, I gather that dim light is pretty dang dim? Like, the walk-through-the-house-and-hurt-yourself-on-furniture-corners level of dim?

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Daylight seems pretty obvious to me -- it's when I walk out my door in West Texas, into 100 degree weather and a cloudless sky, and the sun is scorching my eyeballs.... That's daylight!

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* I disagree with those who claim that "shadow" in this context is equal to "shadowy illumination". Since his shadow will never, on its own, create an area with dim enough illumination to count as "shadowy illumination", I feel that by including this qualification, the designers assumed the ability would be used in brighter conditions than, say, moonlight. Otherwise they could have just left it off, since moonlight is already "shadowy illumination" and he can already hide, no more shadows needed.