TornadoCreator
First Post
Can I just say that Darkvision does not negate hiding. If they can't beat your Stealth roll then they can't see you. It's not about just standing in darkness or a shadow, it's about staying out if sight by whatever means necessary.
To an extent I agree, but I take a certain approach to Stealth which I know upsets some people... and that's, you can roll a natural 20, but if you're trying to Stealth across a room without cover when there are guards watching, you AUTO FAIL! I don't care how good your Stealth roll is, the room I'm in right now is a rectangle. You cannot, it is physically impossible, for you to walk across this room from one door to the other, without me seeing you.
The idea that rolling your skill is enough just doesn't fly for me. I want an actual roleplaying reason why you can succeed. This is where utility magic comes into play. The invisibility spell, sleep spell, hell even charm person would be enough. You could even, if you where especially clever about it do it with something as minor as prestidigitation.
"I cast a Prestidigitation on my cloak and clothes to change their colour to that of the stone wall of this room, taking time to mimic the texture as best I can. I'm taking my time on this so can I take 20? I will then use Prestidigitation again on the guard to mimic the feeling of a spider crawling down the back of his neck and under his leather armour, when he reacts and jumps up, he'll no longer be watching the room and I'll use this time while he's distracted, as my opportunity to dart across the room. I'm carrying only what I need on the other side of the room, so I'll not have any heavy metal objects clanging around."
That is roleplaying an arcane trickster with style. Just rolling Stealth and claiming a win because you beat their Perception just isn't good enough in my games because an open room is an open room, and you can't hide in a room without cover; any more than you can swim in a pool without water... and if everyone has darkvision, that's just making it even harder surely.
Agreed. One thing I really liked in 4e is how it cut back on the darkvision and just had a lot of low light vision races instead. I guess they were trying to simplify things, ditched low light vision, and realized that every monster and it's sister would need darkvision, and went from there.
I'm tempted to simply delete Darkvision outright. Unless your race specifically states it has "Superior Darkvision" it gets nothing, and Superior Darkvision, will work like base Darkvision. So basically, Drow and Deep Gnomes get it, and that's it... I may let Tieflings keep Darkvision as it makes sense with them having the spell Darkness as a racial spell. That'll be it though. The same goes for monsters. Unless your race has grown up in the Underdark, such as the Mind Flayer, Drider, Quaggoths, Duerger; you don't get Darkvision... though I might give some races heightened senses; something like a Gnoll loses Darkvision, but gains a scent bonus to perception. That could work.
It'll make Darkvision actually matter again. Like it should. Darkvision should be similar in power to Tremoursense.
I MAY give Low Light Vision back to a few races, but honestly I don't see the point. There are plenty of ways to create light.