Leugren, I kind of agree with you. I've played half elf and elf rogues instead of human or halflings just to have darkvision.
I'd like to see an option that lets non-humans take a feat instead of one of their ability bonuses at 1st level so that rogues that don't have darkvision can take the skulker feat. At least that allows PC to function in dim light.
Like you, I'd do what I could to give the PC a chance to see in dark especially if it made him so miserable. I might even create a special background that would grant limited darkvision (20' or something). Even humans and halflings have variation, and I'm sure if we spent more time in the dark, we'd develop our senses.Thanks, Rhenny. One of my players, a halfling rogue, was miserable enough that he was planning a two-level dip into the Warlock class--not for any roleplaying reasons, but simply to pick up Devil's Sight. This was a guy who typically wouldn't do things like that, so I have to believe that he was pretty miserable. I guess it didn't help that he was constantly being mocked by the wood elf ranger. He found some Goggles of Night in his Christmas stocking before he could sell his soul.
I agree that an all darkvision party has a massive advantage. I have found it turns the game into a weird kind of assassins/ambush theme.As I see it, the real problem is the switch of Elves over to Darkvision (from "night vision").
As a result, Halflings and Humans stand out as lacking darkvision. Rather than the races with darkvision standing out as having darkvision.
In a campaign where you travel with people with lanterns and torches, darkvision is of secondary importance. But if you can travel in a darkvision-complete party, darkvision becomes a huge advantage.
As to your specific concern:
Human rogues have no place in constantly dark places. They work decently above ground and in human cities where lots of action take place either at day or in lighted areas.
But since D&D is what it is; yes, as a human or halfling rogue, you would need to get darkvision. The sooner the better.
I agree that an all darkvision party has a massive advantage. I have found it turns the game into a weird kind of assassins/ambush theme.
Personally I think darkvision should be removed from the game. I prefer darkness to mean something, for the party to be cautiously moving through dungeons and dark forests with torches and lanterns, knowing that beyond their vision there might be monsters watching them. Darkvision is for monsters.
I am playing a low magic game now with humans only, and the atmosphere is definitely different, and personally I prefer it.
As for how thieves work without darkvision - its perfectly fine, they can hide and scout as usual during the day, and at night they either dont or have to be much more careful and use the enemies light source against them. Completely dark underground places are actually very rare - since elves, dwarves etc all need lights too, most places are lit. Even monsterous humanoids still tend to light their complexes dimly, just so they can see their mates across the eating hall. 60 ft darkvision is very short after all.
Having no dark vision does make the game harder, and more realistic. Both good reasons to remove it, imo. In fact I cant think of any good reason to keep dark vision.
edit: sorry, I meant PC based darkvision should be removed from the game. Monsters should have it.
For me, as soon as a "sneaky rogue" gets within the darkvision range of monsters, he's seen. Period.
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.I neglected to mention that our games involve a lot of traditional dungeon crawls, so much, though not all, of the action takes place in pitch darkness.
Is the same true for rogues being within the range of non-darkvision monsters in dim light? I.e., is it possible for a rogue in your game to sneak up close to a castle guard and then sneak away again?
Seems to me that ruling that out suggests that the monster/guard does nothing but stare in the direction that the rogue will be coming from.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.