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General Tabletop Discussion
*Dungeons & Dragons
A Lack of Vision
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<blockquote data-quote="Tony Vargas" data-source="post: 7370618" data-attributes="member: 996"><p>No.</p><p> Prettymuch completely. Did anyone remember to write 'torch' on the character sheet, anyone have a light cantrip? OK, not going to worry about it. </p><p>' No' to all, since I de-emphasize problems with lighting.</p><p></p><p> Script around them, I guess. I run a lot of intro games, new players like humans, having them blinded half the time wouldn't be conducive to a fun first play experience, so not big on the utterly dark environments, and put convenient light sources on all the pregens.</p><p></p><p> In the spirit of 5e, I think.</p><p>Back in the day, I re-named Infravision 'Dark Sight' and used an odd history-of-science theory of vision, combined with a world composed of only a few 'elements.' Here goes: Light & Darkness are opposed, tangible elements, so any given area is generally filled with one or the other. Darkness & fire also tend to oppose eachother, as do Earth & Light (obviously, earth & fire are the 'stronger' elements). Normal vision works because (I am not making this up, it really was a pre-Newtonian theory) your eyes emit 'rays' that touch distant objects, allowing you to see them. Light does not block these rays, darkness does. Dark Sight uses rays with the opposite associations, so creatures with darksight see perfectly in total darkness (even find it a bit of a 'glare') and are completely blind in sufficiently bright light. Not momentarily blinded while their eyes adjust.</p><p>Thus there was a downside to darksight. </p><p></p><p> Sounds reasonable at first blush.</p></blockquote><p></p>
[QUOTE="Tony Vargas, post: 7370618, member: 996"] No. Prettymuch completely. Did anyone remember to write 'torch' on the character sheet, anyone have a light cantrip? OK, not going to worry about it. ' No' to all, since I de-emphasize problems with lighting. Script around them, I guess. I run a lot of intro games, new players like humans, having them blinded half the time wouldn't be conducive to a fun first play experience, so not big on the utterly dark environments, and put convenient light sources on all the pregens. In the spirit of 5e, I think. Back in the day, I re-named Infravision 'Dark Sight' and used an odd history-of-science theory of vision, combined with a world composed of only a few 'elements.' Here goes: Light & Darkness are opposed, tangible elements, so any given area is generally filled with one or the other. Darkness & fire also tend to oppose eachother, as do Earth & Light (obviously, earth & fire are the 'stronger' elements). Normal vision works because (I am not making this up, it really was a pre-Newtonian theory) your eyes emit 'rays' that touch distant objects, allowing you to see them. Light does not block these rays, darkness does. Dark Sight uses rays with the opposite associations, so creatures with darksight see perfectly in total darkness (even find it a bit of a 'glare') and are completely blind in sufficiently bright light. Not momentarily blinded while their eyes adjust. Thus there was a downside to darksight. Sounds reasonable at first blush. [/QUOTE]
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A Lack of Vision
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