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Eliminating darkvision from most races
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<blockquote data-quote="AaronOfBarbaria" data-source="post: 6998713" data-attributes="member: 6701872"><p>I get where you are coming from, but perhaps you are misjudging the situation?</p><p></p><p>A party of characters that don't all have darkvision will probably choose to use a light source, whatever it may be, so that they don't have to have characters with darkvision lead the completely blind because they don't have darkvision characters around, and so the characters without darkvision can more easily do whatever their "job" in the party happens to be, since not being able to see out-right shuts down a lot of things a character might try to do (like picking targets for most spells) and disadvantages almost all of the rest.</p><p></p><p>And a party of characters that do all have darkvision, they have to make a choice in the darkness between A) having their vision extend only 60', and be at disadvantage to notice threats like traps or monsters, plus not be able to tell what color things are which can be a huge benefit (imagine looking at a slithering mass of ooze and being unable to gauge whether it is an ochre jelly or a black pudding), and B) lighting up a bullseye lantern and having their 60' field of vision in their choice of direction be bright light so not subject to the disadvantages mentioned above, and then have another 60' past that where-in they can still see, in color even, but with the above disadvantages otherwise applying. With the only additional downsides being a need to keep a stock of oil (not actually that big of a downside, since oil has other reasons to keep it on hand besides just providing fuel for a lantern), and signaling some opponents that you are coming (but you were probably already doing that by making noise, by smelling, or because creatures living in dark dungeons often have senses that provide them the advantage of noticing you even in the dark before your darkvision has an opportunity to notice them).</p><p></p><p>And if your players don't default to choosing to use light in most circumstances for the above stated reason, they probably will if you let them wind up in situations that highlight the disadvantages of their choice - such as drow with bows that ambush them on no merit besides being able to see them 120' away while it is still impossible for the party to see the drow, or when not being able to tell what color something is means the difference between realizing a threat is extremely dangerous and getting caught off-guard by it (the above ooze situation, or a patch of mold of indeterminate color proving to be a dangerous specimen, as examples)</p></blockquote><p></p>
[QUOTE="AaronOfBarbaria, post: 6998713, member: 6701872"] I get where you are coming from, but perhaps you are misjudging the situation? A party of characters that don't all have darkvision will probably choose to use a light source, whatever it may be, so that they don't have to have characters with darkvision lead the completely blind because they don't have darkvision characters around, and so the characters without darkvision can more easily do whatever their "job" in the party happens to be, since not being able to see out-right shuts down a lot of things a character might try to do (like picking targets for most spells) and disadvantages almost all of the rest. And a party of characters that do all have darkvision, they have to make a choice in the darkness between A) having their vision extend only 60', and be at disadvantage to notice threats like traps or monsters, plus not be able to tell what color things are which can be a huge benefit (imagine looking at a slithering mass of ooze and being unable to gauge whether it is an ochre jelly or a black pudding), and B) lighting up a bullseye lantern and having their 60' field of vision in their choice of direction be bright light so not subject to the disadvantages mentioned above, and then have another 60' past that where-in they can still see, in color even, but with the above disadvantages otherwise applying. With the only additional downsides being a need to keep a stock of oil (not actually that big of a downside, since oil has other reasons to keep it on hand besides just providing fuel for a lantern), and signaling some opponents that you are coming (but you were probably already doing that by making noise, by smelling, or because creatures living in dark dungeons often have senses that provide them the advantage of noticing you even in the dark before your darkvision has an opportunity to notice them). And if your players don't default to choosing to use light in most circumstances for the above stated reason, they probably will if you let them wind up in situations that highlight the disadvantages of their choice - such as drow with bows that ambush them on no merit besides being able to see them 120' away while it is still impossible for the party to see the drow, or when not being able to tell what color something is means the difference between realizing a threat is extremely dangerous and getting caught off-guard by it (the above ooze situation, or a patch of mold of indeterminate color proving to be a dangerous specimen, as examples) [/QUOTE]
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