Darkness House Rules

Cheiromancer

Adventurer
I'm considering the following change to the description of darkness (and spells that reference it):

This spell causes an object to radiate blackness out to a 20-foot radius. All creatures in the area are gain full concealment (50% miss chance) and must be located by non-visual means. Normal lights (torches, candles, lanterns, and so forth) are incapable of brightening the area, however light spells of lower level produce a 5-foot radius of shadowy illumination (20% concealment) around their sources, and a light spell of equal level produces shadowy illumination in the area of overlap. A creature with darkvision can see as if by shadowy illumination in a 5-foot radius. Higher level light spells function normally except within a 5-foot radius of the source of the darkness, where shadowy illumination prevails. If darkness is cast on a small object that is then placed inside or under a lightproof covering, the spell’s effect is blocked until the covering is removed. Darkness can be used to counterspell any light spell of equal or lower spell level.

Low-light vision would double the distance people could see (e.g. for elves the radius of shadowy illumination would be 10 feet, not 5 feet); should that be in the spell description? Poor lighting also hampers movement by half, as per page 163 in the PHB; should I reference that?

The idea is that darkness shouldn't improve the lighting levels (from pitch-darkness to candlelight) as the current version does. But I don't want a creature with blindsight to be able to slaughter PCs in magical darkness as was possible in 3.0... nor should PCs with blindsight spells and items have such an overwhelming tactical advantage against monsters.

I was also considering allowing one to negate 20% concealment by taking a full-round action to properly aim an attack. Among other things this would allow rogues to make sneak attacks in dark alleyways.

Comments?
 

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I'd just have Darkness limit the light levels to the maximum of shadowy illumination, thus you have the worst from that or the previous light level (if it was less than that) in the area covered by magical darkness.

Bye
Thanee
 

I still prefer to go with real darkness, not the politically correct, "light challenged", abomination that 3.5E uses. However, I do like the way your description allows for lower level light-producing spells to have some effect. I also like your aiming rule. I may just borrow all of this for my own game (in which case, thanks!).
 

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