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Eliminating darkvision from most races
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<blockquote data-quote="Ilbranteloth" data-source="post: 7018055" data-attributes="member: 6778044"><p>I agree with the use of light (usually dim for darkvision capable creatures), and that approach is exactly what is presented in published materials as well. In <em>Out of the Abyss</em> there's a 50% chance that any given area will have some natural (dim) light source. </p><p> </p><p>This also perhaps highlights one of the main reasons why I (and my players) don't have a problem with what races have darkvision, etc. We don't build a character because they might be scouting in the Underdark where they'll need darkvision to be effective. If the character is a ranger or a rogue that might act as a scout, then they adjust to the situation while accounting for any weaknesses or disadvantages they might have. For example, they aren't always picking a darkvision race if they want to be a rogue. So no, they don't have to have darkvision. It just makes it easier.</p><p></p><p>Darkvision is an ability gained at birth. Some small number of humans in my campaign have darkvision too. We design characters based on who they are now, and their place in the world now. Why are they a rogue? Or a ranger? Over 85% of the population in the civilized regions of my campaign are human. Most of the time, the characters reflect this. Sometimes they don't (like the infamous Halflings, Inc. of the Waterdeep). Each group of characters, each individual character has their strengths and weaknesses. A party that's all creatures with darkvision might choose different adventures, and will obviously have different options available to them. 100% darkvision doesn't remove ambience, it just provides different ambience.</p><p></p><p>One of the simplest and safest methods of scouting is the <em>dancing lights</em> cantrip. You can illuminate an area up to 120 feet away from you, while not giving away your location (depending on how your DM adjudicates the verbal component). Even better, if you find something with that light, you have advantage on your attacks (because you are unseen), and they not only have disadvantage, but potentially have an outright chance of missing you altogether because you are still in darkness. </p><p></p><p>The point is, darkvision, no darkvision, spells, no spells, all of that is part of what makes the situation variable and interesting. Each group will handle things differently.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7018055, member: 6778044"] I agree with the use of light (usually dim for darkvision capable creatures), and that approach is exactly what is presented in published materials as well. In [I]Out of the Abyss[/I] there's a 50% chance that any given area will have some natural (dim) light source. This also perhaps highlights one of the main reasons why I (and my players) don't have a problem with what races have darkvision, etc. We don't build a character because they might be scouting in the Underdark where they'll need darkvision to be effective. If the character is a ranger or a rogue that might act as a scout, then they adjust to the situation while accounting for any weaknesses or disadvantages they might have. For example, they aren't always picking a darkvision race if they want to be a rogue. So no, they don't have to have darkvision. It just makes it easier. Darkvision is an ability gained at birth. Some small number of humans in my campaign have darkvision too. We design characters based on who they are now, and their place in the world now. Why are they a rogue? Or a ranger? Over 85% of the population in the civilized regions of my campaign are human. Most of the time, the characters reflect this. Sometimes they don't (like the infamous Halflings, Inc. of the Waterdeep). Each group of characters, each individual character has their strengths and weaknesses. A party that's all creatures with darkvision might choose different adventures, and will obviously have different options available to them. 100% darkvision doesn't remove ambience, it just provides different ambience. One of the simplest and safest methods of scouting is the [I]dancing lights[/I] cantrip. You can illuminate an area up to 120 feet away from you, while not giving away your location (depending on how your DM adjudicates the verbal component). Even better, if you find something with that light, you have advantage on your attacks (because you are unseen), and they not only have disadvantage, but potentially have an outright chance of missing you altogether because you are still in darkness. The point is, darkvision, no darkvision, spells, no spells, all of that is part of what makes the situation variable and interesting. Each group will handle things differently. [/QUOTE]
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