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General Tabletop Discussion
*Dungeons & Dragons
Darkness, Magical Darkness, and Heavily Obscured Areas
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<blockquote data-quote="FormerlyHemlock" data-source="post: 6719409" data-attributes="member: 6787650"><p>I don't see how it fails to be useful even if you can see silhouettes (from certain angles). The main utility of Darkness is to prevent yourself being seen. It doesn't even have to be absolute, zero light darkness to count as darkness from a D&D perspective (e.g. most moonlit nights are heavy obscurement, not light obscurement) although absolute darkness is what the Darkness spell gives you. The utility is this:</p><p></p><p></p><p></p><p>So what if a creature could, from a certain angle, perceive your silhouette against a lighted backdrop? You're still unseen by that creature. You're heavily obscured from it, with all the advantage goodness that implies, and all the immunity to spells like Counterspell and Disintegration it implies also. Unlike Faerie Fire, the enemy doesn't even have to fail a saving throw in order for you to gain advantage against it, which means it works against dragons (as long as you are out of their Blindsight range).</p><p></p><p>There are some countertactics like charging into the darkness and retreating behind cover, but for the most part Darkness and Fog Cloud/etc. are brokenly good under the new PHB rules. Better, frankly, than I had expected--I was running heavy obscurement as bidirectional. But at least now you can use Darkness to cancel out someone else's Minor Illusion. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-P" title="Stick out tongue :-P" data-smilie="7"data-shortname=":-P" /></p><p></p><p>I feel as if most players don't fully grasp the implications of 5E vision rules for tactical doctrine. One of the major downsides to melee combat modes in 5E is that you cannot easily exploit cover and vision rules to gain advantage.</p></blockquote><p></p>
[QUOTE="FormerlyHemlock, post: 6719409, member: 6787650"] I don't see how it fails to be useful even if you can see silhouettes (from certain angles). The main utility of Darkness is to prevent yourself being seen. It doesn't even have to be absolute, zero light darkness to count as darkness from a D&D perspective (e.g. most moonlit nights are heavy obscurement, not light obscurement) although absolute darkness is what the Darkness spell gives you. The utility is this: So what if a creature could, from a certain angle, perceive your silhouette against a lighted backdrop? You're still unseen by that creature. You're heavily obscured from it, with all the advantage goodness that implies, and all the immunity to spells like Counterspell and Disintegration it implies also. Unlike Faerie Fire, the enemy doesn't even have to fail a saving throw in order for you to gain advantage against it, which means it works against dragons (as long as you are out of their Blindsight range). There are some countertactics like charging into the darkness and retreating behind cover, but for the most part Darkness and Fog Cloud/etc. are brokenly good under the new PHB rules. Better, frankly, than I had expected--I was running heavy obscurement as bidirectional. But at least now you can use Darkness to cancel out someone else's Minor Illusion. :-P I feel as if most players don't fully grasp the implications of 5E vision rules for tactical doctrine. One of the major downsides to melee combat modes in 5E is that you cannot easily exploit cover and vision rules to gain advantage. [/QUOTE]
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Darkness, Magical Darkness, and Heavily Obscured Areas
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