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Drow "Sunlight Sensitivity" workarounds?
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<blockquote data-quote="Lackhand" data-source="post: 6452008" data-attributes="member: 36160"><p>Post-turkey posting, hiding from the relatives <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Because you quote some of my posts, I feel like this post was pointed at me, and contains a lot of "ur doing it wrong" that I don't feel is fair.</p><p></p><p></p><p>Happy turkey day <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Around page 2 or 3 (edit: or in reality, at the bottom of 4!) I realized you guys aren't psychic and weren't answering the question I'd meant to ask. I agree, the ointment is a pretty keen solution; I say as much in my OP (okay, I spell it "drug or potion", but we're talking about the same thing: by making the workaround dependent on an in-game supply and dealing with its consequences, the character generates plot).</p><p></p><p>I rephrased my question to "in game, why not goggles?", because from a DM point of view, <em>I already agree with you</em>. Waving one's hands and removing a drawback is no fun, it feels unearned, because it is unearned. But by the same token, my GM side says it <em>should</em> work. Goggles help people function in bright light situations. The burden of proof is on why it isn't worthwhile, though there's no antagonism here, we're brainstorming (and there's a fair bit of contribution upthread I've found really helpful).</p><p></p><p>On that topic of mundane gear getting around racial drawbacks, plenty of mundane gear approximates racial features. Antivenin makes you a pseudo-dwarf. Lanterns give you the world's least sneaky darkvision. 10' poles workaround your stubby arms, climbing kits your lack of spiderclimb, earplugs make you an elf with respect to language-based charms.</p><p>Okay, not all of my examples duplicate literal racial features, but you know what I mean, I hope.</p><p></p><p>So the player is not being unreasonable (though I can sew you have a strongly held opinion here!). He is risking being unfun, but I only game with fun people, and we would all prefer a cool answer to an unfun one. I hope this has given you a better read on my position here.</p><p></p><p>@travathain and [MENTION=6777505]Joe Liker[/MENTION] asked why the surface isn't awash in drow: good question. If goggles work, it really should be, assuming the drow want to claim all of the surface (not just elven citadels or something).</p><p>Something very like that question is why I started this thread!</p><p></p><p>So: why don't goggles work?</p><p>Not "what are the consequences" (I've considered them, they've been expounded upthread) and not "am I doing it wrong?" (I... Don't think so? <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> ).</p><p></p><p>Fwiw, I think I got an answer that works for me from a combination of [MENTION=2067]Kamikaze Midget[/MENTION]'s post and a few others: goggles work but are expensive and necessarily block peripheral vision; even the perfect ones completely replace the "sunlight sensitivity" trait with "Restricted Vision: disadvantage on wisdom (perception) checks and a -2 penalty to AC".</p><p>Poor-but-cheap goggles make everything beyond 60' obscured.</p><p>Slit goggles are, like, 1 gp and can be crafted to be indestructible, but make everything beyond 15' obscured.</p><p>Magical versions completely remove the penalty.</p><p></p><p>So for me, the goggles work, but the tradeoff is generally not worth it. But a "peaceful" drow envoy probably <em>would</em> wear goggles (or, because it's cooler, a mask) while on the surface.</p><p></p><p>(If D&D did "fragile" better I'd do that too. Reminds me of a plan I've got to talk about tying gear maintenance to long rests; I'll start a thread on that in a bit but it's definitely house rule-y <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p></blockquote><p></p>
[QUOTE="Lackhand, post: 6452008, member: 36160"] Post-turkey posting, hiding from the relatives :-) Because you quote some of my posts, I feel like this post was pointed at me, and contains a lot of "ur doing it wrong" that I don't feel is fair. Happy turkey day :) Around page 2 or 3 (edit: or in reality, at the bottom of 4!) I realized you guys aren't psychic and weren't answering the question I'd meant to ask. I agree, the ointment is a pretty keen solution; I say as much in my OP (okay, I spell it "drug or potion", but we're talking about the same thing: by making the workaround dependent on an in-game supply and dealing with its consequences, the character generates plot). I rephrased my question to "in game, why not goggles?", because from a DM point of view, [I]I already agree with you[/I]. Waving one's hands and removing a drawback is no fun, it feels unearned, because it is unearned. But by the same token, my GM side says it [I]should[/I] work. Goggles help people function in bright light situations. The burden of proof is on why it isn't worthwhile, though there's no antagonism here, we're brainstorming (and there's a fair bit of contribution upthread I've found really helpful). On that topic of mundane gear getting around racial drawbacks, plenty of mundane gear approximates racial features. Antivenin makes you a pseudo-dwarf. Lanterns give you the world's least sneaky darkvision. 10' poles workaround your stubby arms, climbing kits your lack of spiderclimb, earplugs make you an elf with respect to language-based charms. Okay, not all of my examples duplicate literal racial features, but you know what I mean, I hope. So the player is not being unreasonable (though I can sew you have a strongly held opinion here!). He is risking being unfun, but I only game with fun people, and we would all prefer a cool answer to an unfun one. I hope this has given you a better read on my position here. @travathain and [MENTION=6777505]Joe Liker[/MENTION] asked why the surface isn't awash in drow: good question. If goggles work, it really should be, assuming the drow want to claim all of the surface (not just elven citadels or something). Something very like that question is why I started this thread! So: why don't goggles work? Not "what are the consequences" (I've considered them, they've been expounded upthread) and not "am I doing it wrong?" (I... Don't think so? :) ). Fwiw, I think I got an answer that works for me from a combination of [MENTION=2067]Kamikaze Midget[/MENTION]'s post and a few others: goggles work but are expensive and necessarily block peripheral vision; even the perfect ones completely replace the "sunlight sensitivity" trait with "Restricted Vision: disadvantage on wisdom (perception) checks and a -2 penalty to AC". Poor-but-cheap goggles make everything beyond 60' obscured. Slit goggles are, like, 1 gp and can be crafted to be indestructible, but make everything beyond 15' obscured. Magical versions completely remove the penalty. So for me, the goggles work, but the tradeoff is generally not worth it. But a "peaceful" drow envoy probably [i]would[/i] wear goggles (or, because it's cooler, a mask) while on the surface. (If D&D did "fragile" better I'd do that too. Reminds me of a plan I've got to talk about tying gear maintenance to long rests; I'll start a thread on that in a bit but it's definitely house rule-y :-) ) [/QUOTE]
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