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.
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.
I'd argue that the well-lit Backrooms is one of the best megadungeons of all time.
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.
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.
Darkvision DOES have a few restrictions. Disadvantage on perception, inability to see color or to read text are downsides and pain points.
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.
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'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.
Continual Light is definitely a huge factor once you get access to it, but it's also a big, bright light, and may impact your ability to surprise monsters even more than torches or a lantern. (Though that's up to DM adjudication, of course).
I agree that plenty of tables even back in the 70s minimized resource management in terms of encumbrance and light sources, though. I just think that others did indeed make it a core part of dungeon play and that the game reasonably supported that.
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).
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.
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.
To my recollection even 2E AD&D is missing the dungeon exploration procedures, despite keeping the 10 minute Turn as a unit of time.
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.
Dynamic lighting is a resource hog, yes. But it's also awesome if you can support it.
One of my greatest experiences in online play during the height of the pandemic was a B/X game of Stonehell, a megadungeon, where the DM used dynamic lighting and a single token representing the party on the map, occupying a 10' square. With 30' light in all directions, so just three more squares around us. That created an AWESOME feeling of being a little point of light in a big, dark place.
I had joined an existing group which had already done a bunch of exploring and learned a good bit of the first few levels, so we also weren't always using maps. Sometimes we were just navigating from people's memory, like Mike Mornard and the other first wave guys described doing in the Blackmoor dungeon. And in those situations getting lost was a real possibility. One time we dropped down to the third or fourth level and opened a crypt which released a spectre, and in fleeing we accidentally made a wrong turn into a dead-end room. The DM wasn't too cruel- only one guy got energy drained as we fled past the horrible thing.
