MGibster
Legend
There's a limited range. Orcs and dwarves have darkvision to 120 feet and I think the other species in the PHB it's 60 feet.So they've made it even stronger.
There's a limited range. Orcs and dwarves have darkvision to 120 feet and I think the other species in the PHB it's 60 feet.So they've made it even stronger.
Sure. There are costs to that too, though. Unless their are lighters in the setting/game, or easy magical light, light on and off is harder than always on. A hooded lantern, for example, doesn't really solve the issues with carrying a light around because if it was totally opaque, it would also smother the flame.
But yes, explorers can certainly use light as tool when convenient.
Much like Shadowdark, His Majesty the Worm ties lighting to multiple aspects of your dungeon experience. Since you're in a mythic underworld, you're going through weird and dark landscapes that have varied lighting experiences and mostly dark. If you totally run out of light, you get to roll on a table and see what happens to you (stagger home traumatized forever, lose all your equipment, get eaten by a grue, etc). This makes the resource of lighting really matter, and finding a dungeon merchant to sell you some more torches at the last moment before you delved too deep for what you had exciting - now lets see what they demand of you...
It thus lines out Darkvision as incompatible with the tone and resource balance it wants.
There's a limited range. Orcs and dwarves have darkvision to 120 feet and I think the other species in the PHB it's 60 feet.
Cantrips first appeared in Unearthed Arcana, for AD&D 1E. I believe orisons (for clerics) were from 2E.Wasn't it 3rd edition where 0-level spells were introduced? IIRC they were more utility spells, and if they did do damage, it was minimal at best 1d3 maybe? You make a good point that I hadn't thought of that without cantrips that do damage spell caster are forced to resort to mundane weapons. I'm not opposed to cantrips, but I do think that unlimited casting at 1d6 (or more) damage is a little excessive.
I am aware of this. 5E I believe is when they really started leaning into offensive and more useful utility spells as fire at will cantrips.Cantrips first appeared in Unearthed Arcana, for AD&D 1E. I believe orisons (for clerics) were from 2E.
As a DM I haven't given it much thought as to how I'd go about it exactly, but I'd be interested to hear how removing darkvision for PCs and increasing light to a memorized 1st level spell works out. As a player I'd be OK with this.I voted yes to the poll although I think it might be possible to keep dungeon-crawling viable with Darkvision in place. Still, in my new campaign that we just Session Zeroed yesterday I am going all-in with house rules, including: no darkvision for PCs, monsters only; Light is now a Level 1 spell; and no Bags of Holding!
I can't remember if the 10-minute turn was an optional rule in the 2014 DMG but removing it as core rule was a mistake that goes back to 3E, although there was the take 10 and take 20 actions, but those only came into play for certain circumstances if memory serves me. Wasn't really the same as continuously tracking time. It's a good way to more accurately track the passage of time and per day use of abilities and magical items. Not to mention it's kind of fun to shock the players when they finally reach the surface and/or civilization, and they find out how long or little they were actually in a dungeon.I’m planning on using 10 minute ‘dungeon’ turns when the group is exploring. It will be a background mechanic with me simply estimating the passing of time and then advising the players that their torch is sputtering every hour.
Early on during COVID I spent a few days figuring out the dynamic lighting function in Roll20. Game day comes, and it sputters out like the aforementioned torch. It was a waste of time for me and my group. I'm sure they have made improvements since then and in all fairness, I was using a crappy $225 HP laptop from Bj's Wholesale Club. The dynamic lighting feature and fog of war feature was cool when I tested it by myself but when I got more players online the program just lagged to the point I had to shut the features off. If your computer can handle it (I'm assuming that's what my problem was), I'd say it's worth taking the time to learn if you play online.As an old-timer, I’m look forward too seeing if they enjoy it. If so, it will be an impetus to learn how to use dynamic lighting on Roll20.
AD&D had much more granular memorization rules. Down to how much time per spell level to memorize, and you could replace unused spells, though you didn't have to.Good point that I'd not thought of as well. To me the concepts in AD&D were simpler sometimes. For instance, wizard spell casting; you had to rest 8 hours to memorize spells, you picked your spells, and you couldn't re-fill those spell slots again until you used those spells. Things have become a lot more fluid since then with 5E. For as long as I've played D&D, I'd say I've read and played 5E the least, so I don't always catch on to the rule subtleties and tend to fall back on the AD&D game design philosophies more often than I probably should.
That IS very cool, but it has dark areas and the contrast between dark areas where you can't see anything and the lit areas creates a huge amount of suspense and trepidation in that video.
I'd argue that the well-lit Backrooms is one of the best megadungeons of all time.
Darkvision DOES have a few restrictions. Disadvantage on perception, inability to see color or to read text are downsides and pain points.The poll doesn’t reflect the answer as “no”. The difference in darkvision and torches is that torches have a cost. It’s a potential drain on resources; whereas darkvision is only a source. Freebies for all! No restrictions, no pain points, no resource management.
I'm not sure the economic issues are the most important. You can only carry so much, and the more torches you care, the less treasure you can come out with. On tope of that, torchbearers and other hirelings come with their own problems -- attracting hungry wandering monsters not least among them.
It's the bulk and encumbrance that's the resource issue with torches in AD&D (and OD&D if you do more with encumbrance than just saying "all your misc equipment weighs 80" as in the example on page 15 of Men & Magic). They weigh 25cn each, so they do add up, and they burn pretty quickly; an hour in which you get 5 moves/turns and a rest in when in dungeon exploration mode (and each fight rounds up to a Turn). Yes, torchbearers, hirelings, mules, and potentially bags of holding down the road all could mitigate or eliminate the encumbrance issue, but they do have their own limitations and complications. Hirelings and bearers and animals typically have low HP and are subject to morale checks if you're playing this style, introducing a Shadowdark-like vulnerability of the light.Again, when someone can show me the cost for light, other than perhaps the very first time someone goes out, is high enough for that drain to not be invisible, come talk. Otherwise I stand by my opinion. Across my OD&D days I could have off my more long-lasting character probably bought enough torches for a thousand dungeon runs and not even noticed.
This might be possibly different in a game with a very conservative money model, but if someone wants to tell me OD&D didn't have proper dungeon crawls...well, yeah, I'm gonna be over here rolling my eyes.
It is an interesting wrinkle to include such obstacles in dungeons. I ran into them a few times in the 1974-style OD&D games I played in online during the pandemic. A 10' pit trap at an intersection can also prove an uncrossable obstacle to a mule. An ascent up or descent down a cliff to enter the dungeon or within the dungeon to continue presents challenges in terms not only of being unable to bring a mule, but in terms of slowing entry and retreat.Any number of dungeons I saw were mule-capable; there's actually a pretty limited number of places a human can get into a mule can't, and they all involve either wiggling (in which case you can't carry much in or out anyway) actively climbing (which is isn't clear in most games most characters can do worth a darn) or swimming (ditto, and has a bunch of associated problems).
To my recollection even 2E AD&D is missing the dungeon exploration procedures, despite keeping the 10 minute Turn as a unit of time.I can't remember if the 10-minute turn was an optional rule in the 2014 DMG but removing it as core rule was a mistake that goes back to 3E, although there was the take 10 and take 20 actions, but those only came into play for certain circumstances if memory serves me. Wasn't really the same as continuously tracking time. It's a good way to more accurately track the passage of time and per day use of abilities and magical items. Not to mention it's kind of fun to shock the players when they finally reach the surface and/or civilization, and they find out how long or little they were actually in a dungeon.
Dynamic lighting is a resource hog, yes. But it's also awesome if you can support it.Early on during COVID I spent a few days figuring out the dynamic lighting function in Roll20. Game day comes, and it sputters out like the aforementioned torch. It was a waste of time for me and my group. I'm sure they have made improvements since then and in all fairness, I was using a crappy $225 HP laptop from Bj's Wholesale Club. The dynamic lighting feature and fog of war feature was cool when I tested it by myself but when I got more players online the program just lagged to the point I had to shut the features off. If your computer can handle it (I'm assuming that's what my problem was), I'd say it's worth taking the time to learn if you play online.
…um, not all at once. I don’t quite know what you’d do with a featureless plain of a dungeon except maybe have marauding Beckett plays.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.