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Applying and running a game with Darkvision - by RAW
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<blockquote data-quote="Jediking" data-source="post: 7899050" data-attributes="member: 6803126"><p>This thread is just for practical advice and experiences in running and ruling with darkvision by RAW.</p><p>*Not looking to discuss the balance of darkvision as a racial trait or if low-light vision is a better option. Also not looking for advice of "just handwave it as it's not worth it". I may do that if it doesn't work out , but looking to run a game where the environment can really pose a challenge to adventurers.</p><p></p><p>-how have you tracked it with multiple characters having different sight lines?</p><p>-what were some of the challenges in making darkness effective?</p><p>-do you feel it added value to the game, or bogged it down?</p><p>-were you or your players able to track it consistently, or did it cause more issues with pacing and gameflow than it was worth?</p><p></p><p>With my current campaign (as a player) in Tomb of Annihilation reaching the beginning of the end (we enter the Tomb next session!), I have been thinking about adventures or campaigns I should run. I have been planning on playing closer to the base RAW of DnD and starting to track a few more resources such as ammunition, rations, encumbrance, weather, terrain, and line of sight.</p><p>Typically, either I (as a DM) or any other DM I have played with has handwaved darkvision after the fourth or fifth session. Often at least one character gives up a free hand for a torch or <em>light</em> spell and that solves everything.</p><p></p><p>One of the major factors that I want to emphasise is the <strong>dark = scary and dangerous</strong>. Most civilised societies dread the dark, as it holds creatures that do far worse than just go bump in the night,</p><p></p><p>Has anyone tracked and used darkvision within their groups? Any tools/tips/advice on how to implement it cleanly?</p><p></p><p>Thanks for any help on this</p></blockquote><p></p>
[QUOTE="Jediking, post: 7899050, member: 6803126"] This thread is just for practical advice and experiences in running and ruling with darkvision by RAW. *Not looking to discuss the balance of darkvision as a racial trait or if low-light vision is a better option. Also not looking for advice of "just handwave it as it's not worth it". I may do that if it doesn't work out , but looking to run a game where the environment can really pose a challenge to adventurers. -how have you tracked it with multiple characters having different sight lines? -what were some of the challenges in making darkness effective? -do you feel it added value to the game, or bogged it down? -were you or your players able to track it consistently, or did it cause more issues with pacing and gameflow than it was worth? With my current campaign (as a player) in Tomb of Annihilation reaching the beginning of the end (we enter the Tomb next session!), I have been thinking about adventures or campaigns I should run. I have been planning on playing closer to the base RAW of DnD and starting to track a few more resources such as ammunition, rations, encumbrance, weather, terrain, and line of sight. Typically, either I (as a DM) or any other DM I have played with has handwaved darkvision after the fourth or fifth session. Often at least one character gives up a free hand for a torch or [I]light[/I] spell and that solves everything. One of the major factors that I want to emphasise is the [B]dark = scary and dangerous[/B]. Most civilised societies dread the dark, as it holds creatures that do far worse than just go bump in the night, Has anyone tracked and used darkvision within their groups? Any tools/tips/advice on how to implement it cleanly? Thanks for any help on this [/QUOTE]
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