That's interesting, because when I think of "traditional dungeon crawls", I think of the adventure modules I ran in my youth, and they are the very source from which I originally drew my conclusion that even most monsters that can see in darkness would rather have dim light to see in because it has always been more advantageous - because of the strictly limited range, and because whether infravision or darkvision what it is that can be seen is of less useful degree of detail than what can be seen in dim light, such as neither of those types of vision being able to tell a surface-dwelling dwarf from a duergar, nor either typically being able to see that drow patrol before they have shot you full of poisoned crossbow bolts.
Dungeons have light sources in general, and dungeons that don't are full of things that can see farther in darkness than the typical adventurer that can see in the dark, so bringing light and giving away your position by doing so is still your best chance at seeing the denizens of the dungeon before it is too late - an enemy that knows you are coming being less of a threat than an enemy you can't see coming.
Problem is, not all DM's will oblige with perfectly lit dungeons.
I call it an unreasonable expectation. D&D is a game where a successful scout needs darkvision.
Your suggestion about the torch is flummoxing. You do not carry light when you scout ahead. Unless you WANT the monsters to see you far far before you see them...
it won't fit every situation but isn't that what bullseye lanterns are for? You illuminate directed small areas not revealing yourself to everyone for miles. It allows you to navigate in total darkness and you shut it down when you close in on dimly lit areas that have people you have to sneak up on. Seems like a perfect use for the stealth skill. Did you approach them by concealing your light from them or not?I agree that this makes a lot of sense. In complete darkness, all Perception rolls for creatures with darkvision are made at disadvantage. Intelligent creatures would therefore tend to favor light sources. At the same time, there are often large stretches of areas that are completely unlit. In the LMoP Cragmaw Hideout, for instance, there are a couple of rooms with blazing bonfires, but the rest of the complex is completely unlit. The same is true for Wave Echo Cave. This is not uncommon for what I would consider a traditional dungeon crawl.
It's fine if you houserule darkvision that way. But it's a substantial buff to the ability. 5E RAW says very specifically that characters see "in darkness as if it were dim light".Maybe don't think of it as "dim light", think of it as "brightly lit with no shadows".
What about in the middle of a field at night under the light of a full moon? Because that's how the PHB describes "dim light".Can someone sneak up on someone in the middle of a field with a noon-day sun in the sky and no clouds in the sky?
No, I'm afraid you did. [MENTION=15700]Sacrosanct[/MENTION] was wondering why halflings don't and have never had darkvision in this game. You can agree or disagree with the reason, but that is the reason.Still missing the point.
It's fine if you houserule darkvision that way. But it's a substantial buff to the ability. 5E RAW says very specifically that characters see "in darkness as if it were dim light".
What about in the middle of a field at night under the light of a full moon? Because that's how the PHB describes "dim light".
This is already the case by RAW. Darkvision allows you to see in complete darkness as through it were dim light. Unless you have the Skulker feat, you are at disadvantage when making Perception rolls in dim light.You could easily rule that darkvision has disadvantage on perception checks in total darkness. It is just black and white vision.