I'll reiterate that while "resource management" in Shadowdark is one aspect of lighting, it's really only a minor one.
What makes it fun is that you can unexpectedly lose your light at critical moments.
This is a really good point and something I hadn't considered. I think the suggestion of having the light of a torch go out (maybe with some sort of save) during battle is really devious and interesting.
It requires a particularly narrow view of dungeon crawling to consider lighting the main element of it to my view.
I don't know if the argument is that it is the
main element so much as that it is
an element. And when you are a DM trying to introduce challenges to your players, losing any element to what is, in my opinion, a poorly thought out design choice, can be quite frustrating. The point is that darkness is a pressure that makes the players have to spend resources and consideration. There are certainly other things that do this, but darkness is (and I think should be) one of them.
But, again, personal preference and all that.
Not real happy with unlimited cantrips either. A different (but related) issue.
I'm not even sure on this... thematically I agree, but from a gameplay standpoint if I were to choose unlimited utility or damage cantrips... limited utility cantrips seems to suggest make harder choices. limiting damage cantrips seems to just mean casters have to drop back to darts, slings, crossbows, etc. The utility cantrips are the ones that usually get around obstacles, like Light, Mage Hand, Message, Mending, etc.
I do think I agree with Distracted DM on this front. Damage cantrips don't bug me as much, but having some utility spells be just consequence free can be a bit of a pain.
For example, 5 Torches Deep has Light as a cantrip, but it's concentration...
This, however, is a great solution! I can see myself making tweaks to some utility cantrips so that they're concentration, forcing the wizard or cleric to choose between that and a more high-value concentration spell.
That all being said, I'm still somewhat on the fence regarding the detriment of utility cantrips. A wizard at level 20 in A5E only has 5 cantrips in their arsenal and if I can get them to make one of those 5 a light cantrip (or perhaps even some other utility cantrips as well) then I feel as though the introduction of a challenge has sufficiently forced a response by using up a resource (cantrips known) that might otherwise go to just more damage or something.
I could go either way on the matter, I think.
Right. I get that unlimited attack cantrips have some annoying worldbuilding implications in that they make the world feel more magic-ful, but they're mostly there so the Wizard doesn't have to resort to a dagger or crossbow or just standing in the back.
This is really the intersection of game mechanics and worldbuilding, and I find myself on the side of mechanics in this particular case.
I think the design principle should not be that "resource management is fun" but rather "resource management is worth the (un-fun) effort if it enables something that is fun."
Really, this just feels like a thread ender for me. It gets to the heart of the point so succinctly.
Oh, I like the monsters being able to see in the dark.
So...much...scarier.
But this. This is just...
chef kiss.
A dungeon is a play environment that can support a whole bunch of playstyles.
One of those playstyles is dungeon crawling, and that requires things like limited resources, light scarcity and choices and consequence for pushing "one more room."
Hard agree. And the crux of the issue is that darkvision as a base mechanic makes it so that to recapture that type of playstyle you need to rely on DM Fiat in a lot of cases which doesn't always feel good on either side.
I fully believe that the correct way forward would have been to make darkvision an optional rule rather than a baseline expectation. Then the tables who didn't want to worry about light management or weren't interested in that style of play could add that into their rule set from the jump. Adding something is, and always will be, a much easier sell than removing something.