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D&D 5E Darkvision in a Gothic Setting

Gardens & Goblins

First Post
We have a mixed group, as we usually do.

The rule set is simply that. A little creativity is all that's required to turn a system into an experience of adventure. That and the cooperation of all involved.

The horror is there -- the reliance on those with Darkvision when the lights go out is always a riot. Everyone needs a friendly Guide Elf, ideally leashed with Hi-Vis rope. Light sources are scrambled for, as nobody wants disadvantage. We also play up the lack of colour discernment, extrapolating it to include textures and fine details, making text difficult to read.

If folks wanted to go the extra mile, have Darkvision require a few rounds to activate as well as requiring the absence of bright light sources, similar to how our eyes work in the real world with regards to becoming accustom to darkness.
 

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The hard and bitter truth is that it isn't Darkvision that is the problem.

If you want Gothic Horror, you can't use an action-oriented game with levels and scores of hit points.

The problem is D&D.

To truly run Gothic Horror, switch to a game system where heroes stay human and where you can't take down the vampire through combat alone.

Very good point. I would love to get the Cutulhu feeling into Ravenloft. I once run a Cutulhu adventure with a DnD group. Just to say it went pretty well. But they were all first level and are do afraid of any monster... The module went two sessions and only at the end there was a very heavy combat where the group faced the boss monster, two gargoyles and some zombies. By the rules they would not have had a chance but it was role play not roll play! And with good play they saved the day and it was a hard won victory.
Do my recommendation is to not stock by the rules and never let the players judge the situation by saying "there are two zombies crawling out of the mud" . Levee them unaware of what's happening. Exaggerate. Do not use rule book descriptions. Leave as much in the dark as you can.
And most importantly: do not let them fight to much. Focus more on problem solving and mystery. Use foreshadow as much as you can. You will see that a lonely wolf can frighten then to death if he stalks them for hours without giving them a chance to catch a glimpse of him.
 

Darkvision is nowhere near as good as it seems.

First, in darkness you see as if in dim light. That means disadvantage on all WIS (Perception) checks. This includes spotting traps and stealthy enemies.

Second, you can't read in darkness, because darkvision only shows shades of grey. This means road signs, occult books, creepy notes, warnings scribbled in a wall, etc.

In the game I GM, almost everyone has darkvision and they still use torches and light spells.
 

Shadowdweller00

Adventurer
The GM has complete narrative control over what things look like under darkvision. If you want to play up darkness for thematic effect, just rule that darkvision is less distinct and/or detailed than normal vision. Maybe it provides just enough detail to get a sense of location and movement. Describe things seen in darkness in terms of glimmers, silhouettes, shadows, indistinct shapes. There's plenty of rich, nightmare-worthy material to be found without messing with the mechanical benefits.
 



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