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Eliminating darkvision from most races
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<blockquote data-quote="CapnZapp" data-source="post: 7003195" data-attributes="member: 12731"><p>Yes, what it boils down to is that the notion "since darkvision only provides dim light, you need a torch" doesn't make any sense. </p><p></p><p>I completely agree with Uller: <em>Of course</em> if you can see in the dark you will want to stay dark. It's such a huge advantage it boggles the mind that anyone would ever want to give it up.</p><p></p><p>Having to make Perception rolls at disadvantage is a bummer, sure. But not being spotted automatically by everyone for as far as you can see (and sometimes even farther; ambient light spreads around corners) is much better than that. It's no contest.</p><p></p><p>---</p><p></p><p>That changes nothing about how some campaigns will decorate the dungeons and caverns with plenty of light (allowing for surface dwellers to sneak too) while others will be hardcore realist and keep things pitch black (making scouts without darkvision a hopeless endeavor).</p><p></p><p>---</p><p></p><p>But what it does is tell the OP that if you want the heroes to carry torches, the only real option is to make sure the entire party won't have darkvision. Since it's unreasonable to ask them to negate the huge advantage of walking around with no lights if that's an option.</p><p></p><p>You can still have excitement and fear of the unknown in an all-DV party. </p><p></p><p>But an all-DV party is <em>much</em> more at home in the darkness. It makes it much easier for them to turn the tables on the subterranean horrors. The hunted becomes the hunters. </p><p></p><p>And that's exactly what I gathered the OP <em>doesn't want</em>. </p><p></p><p>My best suggestion is to keep things simple, and stick with the idea to gently nudge the players away from creating characters with darkvision. Just enough for one or two of them to play something like a human or halfling. </p><p></p><p>Or elf <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite2" alt=";)" title="Wink ;)" loading="lazy" data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7003195, member: 12731"] Yes, what it boils down to is that the notion "since darkvision only provides dim light, you need a torch" doesn't make any sense. I completely agree with Uller: [I]Of course[/I] if you can see in the dark you will want to stay dark. It's such a huge advantage it boggles the mind that anyone would ever want to give it up. Having to make Perception rolls at disadvantage is a bummer, sure. But not being spotted automatically by everyone for as far as you can see (and sometimes even farther; ambient light spreads around corners) is much better than that. It's no contest. --- That changes nothing about how some campaigns will decorate the dungeons and caverns with plenty of light (allowing for surface dwellers to sneak too) while others will be hardcore realist and keep things pitch black (making scouts without darkvision a hopeless endeavor). --- But what it does is tell the OP that if you want the heroes to carry torches, the only real option is to make sure the entire party won't have darkvision. Since it's unreasonable to ask them to negate the huge advantage of walking around with no lights if that's an option. You can still have excitement and fear of the unknown in an all-DV party. But an all-DV party is [I]much[/I] more at home in the darkness. It makes it much easier for them to turn the tables on the subterranean horrors. The hunted becomes the hunters. And that's exactly what I gathered the OP [I]doesn't want[/I]. My best suggestion is to keep things simple, and stick with the idea to gently nudge the players away from creating characters with darkvision. Just enough for one or two of them to play something like a human or halfling. Or elf ;) [/QUOTE]
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