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Applying and running a game with Darkvision - by RAW
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<blockquote data-quote="Bawylie" data-source="post: 7899061" data-attributes="member: 6776133"><p>Sure.</p><p></p><p>Primarily, you want to be sure that your scenario descriptions include a default “view.” I describe the setup from the default humanoid with no dark vision. When you’ve determine what your average Joe can see from their starting point, you then think about whether they can see at all - see below. </p><p></p><p>Second, you’ll need to think of obstacles to vision as a part of the challenge. (For myself, I’d keep a post-it with 3-6 conditions - I’m currently using time and weather so I get a mix of night/dark and natural clarity or obscurity such as fog or rain). </p><p></p><p>Finally, every player-generated light source runs out or expires every so often. In my games, stuff like that goes out hourly. Even if you lit your torch at the half-hour, it runs out on the hour mark. The light spell goes out on the hour mark. The hour is a hard reset in-game at my table and marks all sorts of other stuff (like random encounters). It’s consistent and the players know it, so it’s not so unbelievable as to break credulity. If you won’t track time, you’ll run into other problems. </p><p></p><p>Most of the dungeons and caverns have no lights except that people being with them. And most doors and chests are locked and many are trapped. Each player is responsible for managing their OWN sight, so it only falls to you to describe your scenario and periodically “turn off” the lights. </p><p></p><p>Areas that are well-lit usually signify civilization or safety. Lightedness itself then is a hint at how much danger there might be. Light also attracts attention - and it might be that the use of light means your party can’t ever get the jump on enemies that are adapted to the dark because they just see them coming so much earlier. The party sticks out like glowing thumbs. </p><p></p><p>But. If you’re unwilling (or disinterested) to write these scenarios up with these factors in mind, or unwilling to track in-game time, or to run through pre-generated conditions (day/night, weather), and you STILL want to play in the dark, then you’ve got two options. One, just make everything dark always and whenever a player hits a natural 1 on a d20, turn off all the players’ lights again. Or two, set an hourly reminder on your phone (real world hour) and turn off the lights every time the reminder goes off. </p><p></p><p>You just make darkness (as your prep indicates or as often as you can) and you let the players worry about how they handle that darkness.</p></blockquote><p></p>
[QUOTE="Bawylie, post: 7899061, member: 6776133"] Sure. Primarily, you want to be sure that your scenario descriptions include a default “view.” I describe the setup from the default humanoid with no dark vision. When you’ve determine what your average Joe can see from their starting point, you then think about whether they can see at all - see below. Second, you’ll need to think of obstacles to vision as a part of the challenge. (For myself, I’d keep a post-it with 3-6 conditions - I’m currently using time and weather so I get a mix of night/dark and natural clarity or obscurity such as fog or rain). Finally, every player-generated light source runs out or expires every so often. In my games, stuff like that goes out hourly. Even if you lit your torch at the half-hour, it runs out on the hour mark. The light spell goes out on the hour mark. The hour is a hard reset in-game at my table and marks all sorts of other stuff (like random encounters). It’s consistent and the players know it, so it’s not so unbelievable as to break credulity. If you won’t track time, you’ll run into other problems. Most of the dungeons and caverns have no lights except that people being with them. And most doors and chests are locked and many are trapped. Each player is responsible for managing their OWN sight, so it only falls to you to describe your scenario and periodically “turn off” the lights. Areas that are well-lit usually signify civilization or safety. Lightedness itself then is a hint at how much danger there might be. Light also attracts attention - and it might be that the use of light means your party can’t ever get the jump on enemies that are adapted to the dark because they just see them coming so much earlier. The party sticks out like glowing thumbs. But. If you’re unwilling (or disinterested) to write these scenarios up with these factors in mind, or unwilling to track in-game time, or to run through pre-generated conditions (day/night, weather), and you STILL want to play in the dark, then you’ve got two options. One, just make everything dark always and whenever a player hits a natural 1 on a d20, turn off all the players’ lights again. Or two, set an hourly reminder on your phone (real world hour) and turn off the lights every time the reminder goes off. You just make darkness (as your prep indicates or as often as you can) and you let the players worry about how they handle that darkness. [/QUOTE]
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Applying and running a game with Darkvision - by RAW
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