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Community
General Tabletop Discussion
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How Darkness helps the dungeon crawl experience immensely.
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<blockquote data-quote="iserith" data-source="post: 8662946" data-attributes="member: 97077"><p>I can't debate anyone's preferences, but my point is there are trade-offs even when playing the game as is. As well, it's trivially easy to make the game more focused on resource management if one wants to. Not everyone is down for heavy resource management though and so it's not what their games are focused on. But even if they're doing <em>some </em>resource management and focusing on the exploration pillar without going all the way to B/X or whatever, as written the game has meaningful trade-offs for players to consider in this area.</p><p></p><p>As well, a simple hooded lantern is better than <em>light </em>in terms of radius with a bullseye lantern being even better than that (albeit directional). The upside of <em>light </em>is reducing encumbrance and concerns you might run out of torches or oil, plus it won't go out in heavy wind or rain. And you can also cast it on an object and throw it without risk of it going out like a torch could do (in, say, wet conditions). You can also cast it on an object not in your hand. Even so I've yet to see a party completely go without torches and lanterns though, even with someone having <em>light</em>. There's no guarantee that <em>light </em>caster will even be alive the whole dungeon delve!</p><p></p><p></p><p>Easily remedied though.</p><p></p><p>It can also be fun to have monsters with darkvision focus on anyone with the party's light, either trying to kill them or douse their torch or break their lantern. It takes a number of actions to get those lanterns and torches lit and that's a big problem in combat.</p></blockquote><p></p>
[QUOTE="iserith, post: 8662946, member: 97077"] I can't debate anyone's preferences, but my point is there are trade-offs even when playing the game as is. As well, it's trivially easy to make the game more focused on resource management if one wants to. Not everyone is down for heavy resource management though and so it's not what their games are focused on. But even if they're doing [I]some [/I]resource management and focusing on the exploration pillar without going all the way to B/X or whatever, as written the game has meaningful trade-offs for players to consider in this area. As well, a simple hooded lantern is better than [I]light [/I]in terms of radius with a bullseye lantern being even better than that (albeit directional). The upside of [I]light [/I]is reducing encumbrance and concerns you might run out of torches or oil, plus it won't go out in heavy wind or rain. And you can also cast it on an object and throw it without risk of it going out like a torch could do (in, say, wet conditions). You can also cast it on an object not in your hand. Even so I've yet to see a party completely go without torches and lanterns though, even with someone having [I]light[/I]. There's no guarantee that [I]light [/I]caster will even be alive the whole dungeon delve! Easily remedied though. It can also be fun to have monsters with darkvision focus on anyone with the party's light, either trying to kill them or douse their torch or break their lantern. It takes a number of actions to get those lanterns and torches lit and that's a big problem in combat. [/QUOTE]
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How Darkness helps the dungeon crawl experience immensely.
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