Certainly. The raw in game effects of darkness (except for those exceptionally brilliant full moons) make for a lot of tactical exploitations. The impact of orc raiders hitting a camped caravan at night starting ay 60' dv outside of torches, or even further once the caravan lights their camp up... Huge.I tend to have a more strict interpretation/application of the light rules, as it's a nice way to add distinction or difficulty to encounters. I also stripped darkvision off many of the races, so light sources are a more pressing concern. Overall I think it's done more to enhance the game than hinder it, and it allows a lot more diverse tactics on both the player's part and mine as the GM. Depending on the level of the party, it can also factor into logistics of rationing fuel or scrounging for more, which are yet more ways it can tangentially impact the player's plans.
It says that even moonlight is typically darkness, but an especially bright moonlit night might qualify for dim light. Which just seems nuts.I'd say that if a DM who ruled that an area illuminated by the moon was in darknes, the DM ruled wrong.
But I don't recall these rules well. Does the book list moonlight as not providing at least dim light? Or are you suggesting that a human in dim light is essentially blind?
I have no idea what the rules could do in the absolute best scenario... but not calling it out at all in any way would seem not to be anywhere close to the best.I also think it's up to the DM to provide consequences when a character tries something he can technically do, but is fraught with risk. We can run at full speed in complete darkness, after all, but Bad Things will almost certainly happen.
I think it needs to be up to the DM what the bad thing is and how likely it is to happen, based on the circumstances (running in the dark on a football field is different than running in the dark through a farmer's field), At best the rules can provide some advice . . .
Absolutely. It would have made them actually think through how they run a game and supply the cogent information in the places where it's needed, instead of the arrangement we have, where rules needed for a situation tend to be spread all around the place.. . . and perhaps there should be a sidebar on every page of the rule books called "Making the Rulings" that offers bits of advice to the DM and players about running the rules in context of the game, along with a constant reminder that the game can actually cover nearly every situation, but only when the DM makes rulings.
Hhmmrhhm?Don't let CapnZapp here you say that! [emoji3]
Aye. When I replied to you earlier I didn't know what the rules said, and the way it reads is nuts.It says that even moonlight is typically darkness, but an especially bright moonlit night might qualify for dim light. Which just seems nuts.
I treat day as light and night as dark. It's simple that way. If I want to make an exception by saying a full moon or whatever is providing sufficient light to see because it fits the theme of the encounter (maybe it's a werewolf fight or a social interaction scene with a lillendi), then I will. But otherwise, I don't see what is gained by throwing out this simple rule.
Well, if someone is thinking "I think this field should be illuminated enough by the crescent moon and starlight that it's not in darkness," and then rules that it's in darkness because the book says it is, they gain . . . ugh, I hate using phrases like this . . . the DM empowerment they were supposed to have anyway, that same DM (ugh) empowerment that you're exercising too when you make an exception for the werewolf encounter.
Edit: the above paragraph doesn't say what I mean it to.
I'm just trying to encourage people to make those exceptions when it makes sense.