Bradley Hindman
Explorer
In my opinion two rule changes from edition to edition have exacerbated this problem. 1) The elimination of low-light vision in favor of darkvision has changed the balance so that often only one or two characters in a party can't see in the dark. Further, all of the underground races now have darkvision so you have to wonder why they would bother erecting light sources in their lairs. 2) Previously darkvision was infravision. Infravision wasn't nearly as useful. Sure, you could see the hot orc whose body temperature caused it to emit infrared light. But, in a dark empty underground room, everything (except yourself of course) would be the same temperature. Infravision would only allow you to see a uniform gray. Hence, infravision was not very useful for sneaking around in dungeons. Of course, I approve of removing the "sciency" explanation of infravision from my fantasy game, but the conversion to darkvision is a dramatic upgrade.
In my games, I like the imagery of orcs and goblins living in poorly lit (but not completely dark) caves. I want the ability to see in complete darkness to be truly terrifying and rare. Hence, in my next campaign, I will likely convert almost all darkvision to low-light vision. This still allows the races with low-light vision to sneak up on a group of goblins who are guarding a torch-lit cave entrance. But, it ensures that both the goblins and the adventurers will need light sources.
In my games, I like the imagery of orcs and goblins living in poorly lit (but not completely dark) caves. I want the ability to see in complete darkness to be truly terrifying and rare. Hence, in my next campaign, I will likely convert almost all darkvision to low-light vision. This still allows the races with low-light vision to sneak up on a group of goblins who are guarding a torch-lit cave entrance. But, it ensures that both the goblins and the adventurers will need light sources.